MK2KungBroken The Prophet - R.I.P. 1979-2006www.kombatnetwork.com
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet. •02/09/2006 09:50 AM (UTC) •
About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
0
Reptile (Updated 9-23-06)
Reptile is a top tier character, generally ranked #6 but in the right hands he can be brought up a few notches with bigger juggle combos few players have mastered, now ranked 5th, and fighting for 4th in a close race with Kano. Invisibility plays a big role in Reptile's tactics, use if as often as possible, but use it safely. Run jabs to pop up combos, sneaky close range slides, abuse of general male ninja basic properties are also a must. Zone like Hell with the forceballs, make sure you make your opponents make mistakes, it's very easy, just watch out against teleporters because Reptile has a harder time against them than Kabal. Remember his Elbow Dash can be used as a transit move, like a self terminating dash, it is twice as fast as run and advanced players know exactly when he will stop. He has several infinites that are available on many characters, look into trying them out as it will increase Reptile's chances of winning dramatically.
Male Ninja Basics moves:
The Male Ninjas have excellent basic moves, good height and range on everything in relation to their sprite proportions, their roundhouse is extra wicked and can connect in almost any situation. The only thing that can be weird about them is their aaHPs. Sometimes they tend to miss in situations where you wouldn't expect them to and this is due to kara canceling with run to speed the last hit up, in this situation, often you can do aaHP,LP and it'll work, with slightly less damage, otherwise, always take an extra small step in before doing aaHPs.
The Forceball is a very unique and solid move. In UMK3 he now can do fast and slow forceballs which makes him a "force" to be reckoned with...You are going to want to abuse the Hell out of this move, mixing them up as much as possible. You can alternate fast the slow, or slow then fast instantly, but inbetween usages of the same type you have a slight lag time to wait, essentially the amount of time it takes for the slow ball to travel full screen. This can be overcome by timing the alternating forceballs well enough so that they come out in a steady, spamming stream. You can keep people locked down with them if they are too afraid to advance after each, or you can force them to jump. If you do a slow forceball and they attempt to jump forward over it, time it so you can take a step in and RH them into the forceball, setting up a potentially deadly juggle combo. If you do a fast forceball and they attempt to jump over it backwards, as in, they are on the opposite side of the screen, and jump backwards to clear it, you can do Reptile's Elbow Dash move so the whole screen moves with them, and they will land on the Forceball. A tactic similar to this can be used with Cyrax's net, by doing his air throw or running in after a net when they jump, they will land in it because the screen moves. You can mix them in with run jabs similar to sticking in Classic Sub's Ground Freeze, it'll catch them on a wake up occasionally. The only unobvious vulnerability the forceballs have is that they take many frames to actually get out of his hands and do damage and the desired effect, so you can actually push Reptile as he's doing them and the forceball, specifically the slow one, will just go behind you. Also remember that Jade can run through them, she is often a counter character to Reptile, and Nightwolf can reflect them. Against a Nightwolf counter player, try and make them use their reflection move and time a fast forceball to hit right as he loses the move's ability. In more specific situations, you can do a slow forceball against him, and as they do the reflection, jump kick or JP into a combo depending on distance, so he will land on it, setting up neat looking combo scenarios. The Forceball has a very strange limitation to it, technically you can use 4 forceballs in one combo, 2 of each, alone. The amount of hits before the forceballs are disabled is 3, it can be glitch canceled to 4 and this happens quite often when someone is hitting F, F and HPHP to juggle and cancel to forceballs on the second volley. It is a good idea to use "Fake Forceballs" in a similar way you might use stepping in some games. Tap back, or forward quickly, but in an exaggerated fashion so the person will expect you to do a forceball, when you don't, and they jump forward, set them up with an aaHP to forceball combo, or just an aaRH or uppercut works as well. It's a good psychological tactic and it is surprising how well it works even at high levels. Run jabbing with forceball mix ups often sets up a free throw vs aggressive players.
The Acid Spit is a very high, low damage projectile with significant start up and recovery, at least in comparison to it's MKII counterpart. Use it against backwards jumpers, or mix it in with forceballs from full screen to keep players pinned down.
The Slide is a semi useful move, as it can get you out of rub jabs and is a decent wake up move to catch people sleeping, sometimes you can even stick in a second one and people tend to not expect it. The only problems with Reptile's slide are it's slow, and has short range. Classic Sub-zero's slide is about 3 times faster with at least twice the distance. You can sometimes use it to get out of cross ups but it can get you into trouble. On Sonya, the Female Ninjas, and Kung Lao, the slide will often push them when they are blocking. It can cost you a match if you aren't carefully timing it to make sure it will hit and not be blockable, but if used in mid gameplay, if they stop blocking too soon, it will still hit them.
Invisibility. It is what it says it is. Be invisible as much as possible and do it only if you are safe, like after an autocombo, RH or uppercut. Know where you are on the screen, so it is best to understand the distance you will land if you jump forward or back, throw out some kicks if you're not sure where you are and if they hit, you know how close you are. Air throws will not make Reptile reappear.
The Elbow Dash is generally not to be used as an offensive move. On rare occassion you can catch people off guard with it, and many times if they block the first lap of it, you can attack them right as they recovery from the block stun and beat them to their next attack with a pop up combo and set up a deadly combo juggle. The most important aspect of this move is transit. You can use it at any time, as much as you like. It is a faster version of run essentially and he stops on a dime usually in very good places because he turns around right as he passes the opponent's axis. That coupled with running in right afterwards gets you right next to them, enabling rush down scenarios with rub jabs. You can use it to run under jumping attacks and avoid all kinds of situations and it's very useful to get out of cross ups. If someone goes to cross up jump kick or jump punch you, try and scout it and buffer Reptile's Elbow Dash backwards, this way you will run under their attack starting from a ducking position, and wind up behind them. If you connect an anti air roundhouse, use the dash move to get right on top of them before they even hit the ground. It is the same concept as anti cross up spinning with Kabal, but much less rewarding. If you can keep up a good Dashing game, especially while invisibile. Another integral part of Reptile's Dash, is to use it in juggle combos. It seems very intentional that they gave him a limit of three hits before his forceball is disabled, and a 3 hit pop up combo, extra recovery on his pop up, with the fast forceball being just fast enough to hit any opponent unblockably if done on a just frames concept after said pop up, which flips them to the perfect height to do anti air HPs, and then this move makes Reptile run back and forth under the falling opponent, lining up perfectly to get more each time, just out of sync enough to not be an infinite. A truly remarkable set of coincidences. Learn this, it's what makes Reptile dangerous, without it, he belongs in the lower end of the top tier. The Elbow Dash also does a tiny bit of damage for some reason during certain situations when you move across the opponent, so if they are on absolute danger, an elbow dash will win it for free.
Reptile can cannot relaunch combo anyone except Sheeva. It is too slow on recovery so he cannot jump as they are moving upwards. You have to walk forward, take a running step and jump forward+punch immediately as Sheeva is about 2/3 through her flight.
Basic Juggles:
1. jump punch starter, HP, HP, D+LP, HK JK or Uppercut depending on opponent 6 hits 34, 35 and 38%
2. HP, HP, D+LP, Fast Forceball, Uppercut 5 hits 34%
3. Slow forceball, aaHPHP, fast forceball, uppercut 5 hits 33%
Corner and juggles:
1. Slow Forceball, aaHPHP, fast Forceball, aaHPHP, JK, RH, LK 9 hits 50%
2. HP, HP, D+LP, Fast Forceball, aaHPHP, JK, RH, LK 9 hits 51%
3. aaHPHP, Fast Forceball, aaHPHP, JK, RH, LK 8 hits 52%
4. RH onto Slow Forceball, aaHP, Fast Forceball, uppercut 5 hits 47%
5. aaHP, JK, aaHP, fast Forceball, aaHPHP, JK, RH, LK 9 hits 68%
Maximum, or most reccommended Dashing HP Juggles on all characters via his 3 hit pop up to Forceball:
Juggle Chain examples:
HPHP = 2 consecutive HPs
LPHPHP = fluid chaining 3 hits
LP, HPHP = 1 LP, cancel with run, walk forward, 2 HPs
HPHP, HP = 2 HPs, cancel with run, walk forward, 1 HP
1. vs Kabal: Possible but difficult infinite with HPHPHP, dash - or (HPHP, dash)x6, LPHP, Uppercut
2. vs Females Ninjas: HPHP, HP, (HPHP, dash)x4, LPHP, Uppercut; LPHPHP infinite works on them, but extremely difficult
3. vs Male Ninjas: HPHP, HP, dash - Infinite and corner infinite, HP, HP,(into the corner) dash, HPHPHP (out of the corner), dash
4. vs Nightwolf: (HPHP, dash)x6, LPHP, Uppercut
5. vs Sonya: HP, (HPHP, dash)x6, LPHP, Uppercut
6. vs Jax: HPHPHP, dash - Infinite
7. vs U-Sub: LPHPHP, dash - Infinite
8. vs Kano: LPHP, HP, dash - Infinite
9. vs Robots: (HPHP, dash)x4, (LPLP, dash)x3, Uppercut
10. vs Stryker: Infinite - all variants
11. vs Sindel: LPHPHP, dash - Infinite; also LPHP, HP or HPHP, HP works
12. vs Lao: (HPHP, dash)x6, LPHP, Uppercut
13. vs Sheeva: Popup to forceball - (HPHP, dash)x6, Uppercut; just a forceball - (HPHP, dash)x9, Uppercut
14. vs Liu: Popup to forceball - (HPHP, dash)x6, Uppercut; just a forceball - (HPHP, dash)x7, LPHP, Uppercut
15. vs Shang: off a pop up or forceball the max is HPHP, dash, HPLP, dash, uppercut, however this is very difficult. leaving off the LP and dash-uppercut on the single HP is easier.
16. vs Male Ninjas, Stryker, Jax, and Sub-zero: JPS or JKS HP, HP, D+LP, walk forward, run step, aaLP (or HP), dash, uppercut 40-43%
The mid-screen infinite is HPHP, walk forward aaHP, be sure that HP hits and cancel with the dash, then repeat. After HPHP, aaHP then LPHP, walk forward HP is a lot easier in VS play. This pattern is easy on Kano and Stryker. You can still try HPHP, HP if you want to get more damage, or if you see your next volley will be the last one try stuff like LPHP, walk forward LP.
His second infinite is HPHPHP, dash. It works best on Jax only, and you need special setup like Popup, or Forceball. On Unmasked Sub-Zero you can set it up as: popup, forceball, HP, walk forward HPHP, dash, LPHPHP. On Sindel just after forceball stand in position and do LPHPHP, dash. Against Kabal for some reason it's a little more difficult. It's once again LPHPHP but be sure the last HP hits, pause slightly, and then dash, LPHPHP (wait for 3rd punch to hit and then dash). Its possible to do this inf on Female Ninjas and Kano but its very difficult.
The corner infinite is actually something extra. It's almost impossible to get more than 2 volleys in actual vs play, because to be a real infinite you need to be in perfect position. The infinite is HPHP, dash into corner, HPHPHP, dash out of the corner, HP, and press forward, HP, and dash again. It works on Male Ninjas, and you can get one cycle against almost everyone, two against Kano and Stryker. Against Kabal, Jax, Sindel and Unmasked Sub after HPHPHP or LPHPHP you can just repeat triple punch trick.
Punisher Set Ups for dashing punches:
1. Vs Kano Cannonball - aaHP, forceball, aaHP, forceball - infinite
2. Vs Mileena's Roll or Teleport Kick - aaHPHP, dash, aaHP, forceball, aaLPHP, aaHP, Dash, into maximum HPHP dashing, uppercut
3. Vs Ninja Teleport Punch - Infinite with or without forceball is possible
4. Vs Robot Teleport Uppercut - aaHP, fast forceball, aaHP, slow forceball, then the max dash punches, uppercut
5. Vs Stryker Baton Dash - Infinite
6. Vs Kung Lao Dash Kick - aaHP, forceball, aaHP, forceball, max dash punches, uppercut
7. Vs Liu Kang Bike Kick - aaHPHP, forceball, max dash punches
Other set ups for dashing punches:
1. slow forceball, aaRH onto forceball, aaHP, fast forceball into the most dashing punches you can get on whatever character it is, should generally result around 65%
2. slow forceball, aaHPHP, fast forceball, into dashing punches
3. (Vs Sonya, Nightwolf, and Kung Lao) HP, HP, D+LP, fast forceball, HP, walk forward, aaHPHP, whiff dash, then back to aaHPHP, dashing to add more juggles.
ded_ helped a lot with this one, especially getting all the combos and damage %s, he deserves a couple DPs for it.
Reptile is a top tier character, generally ranked #6 but in the right hands he can be brought up a few notches with bigger juggle combos few players have mastered, now ranked 5th, and fighting for 4th in a close race with Kano. Invisibility plays a big role in Reptile's tactics, use if as often as possible, but use it safely. Run jabs to pop up combos, sneaky close range slides, abuse of general male ninja basic properties are also a must. Zone like Hell with the forceballs, make sure you make your opponents make mistakes, it's very easy, just watch out against teleporters because Reptile has a harder time against them than Kabal. Remember his Elbow Dash can be used as a transit move, like a self terminating dash, it is twice as fast as run and advanced players know exactly when he will stop. He has several infinites that are available on many characters, look into trying them out as it will increase Reptile's chances of winning dramatically.
Male Ninja Basics moves:
The Male Ninjas have excellent basic moves, good height and range on everything in relation to their sprite proportions, their roundhouse is extra wicked and can connect in almost any situation. The only thing that can be weird about them is their aaHPs. Sometimes they tend to miss in situations where you wouldn't expect them to and this is due to kara canceling with run to speed the last hit up, in this situation, often you can do aaHP,LP and it'll work, with slightly less damage, otherwise, always take an extra small step in before doing aaHPs.
The Forceball is a very unique and solid move. In UMK3 he now can do fast and slow forceballs which makes him a "force" to be reckoned with...You are going to want to abuse the Hell out of this move, mixing them up as much as possible. You can alternate fast the slow, or slow then fast instantly, but inbetween usages of the same type you have a slight lag time to wait, essentially the amount of time it takes for the slow ball to travel full screen. This can be overcome by timing the alternating forceballs well enough so that they come out in a steady, spamming stream. You can keep people locked down with them if they are too afraid to advance after each, or you can force them to jump. If you do a slow forceball and they attempt to jump forward over it, time it so you can take a step in and RH them into the forceball, setting up a potentially deadly juggle combo. If you do a fast forceball and they attempt to jump over it backwards, as in, they are on the opposite side of the screen, and jump backwards to clear it, you can do Reptile's Elbow Dash move so the whole screen moves with them, and they will land on the Forceball. A tactic similar to this can be used with Cyrax's net, by doing his air throw or running in after a net when they jump, they will land in it because the screen moves. You can mix them in with run jabs similar to sticking in Classic Sub's Ground Freeze, it'll catch them on a wake up occasionally. The only unobvious vulnerability the forceballs have is that they take many frames to actually get out of his hands and do damage and the desired effect, so you can actually push Reptile as he's doing them and the forceball, specifically the slow one, will just go behind you. Also remember that Jade can run through them, she is often a counter character to Reptile, and Nightwolf can reflect them. Against a Nightwolf counter player, try and make them use their reflection move and time a fast forceball to hit right as he loses the move's ability. In more specific situations, you can do a slow forceball against him, and as they do the reflection, jump kick or JP into a combo depending on distance, so he will land on it, setting up neat looking combo scenarios. The Forceball has a very strange limitation to it, technically you can use 4 forceballs in one combo, 2 of each, alone. The amount of hits before the forceballs are disabled is 3, it can be glitch canceled to 4 and this happens quite often when someone is hitting F, F and HPHP to juggle and cancel to forceballs on the second volley. It is a good idea to use "Fake Forceballs" in a similar way you might use stepping in some games. Tap back, or forward quickly, but in an exaggerated fashion so the person will expect you to do a forceball, when you don't, and they jump forward, set them up with an aaHP to forceball combo, or just an aaRH or uppercut works as well. It's a good psychological tactic and it is surprising how well it works even at high levels. Run jabbing with forceball mix ups often sets up a free throw vs aggressive players.
The Acid Spit is a very high, low damage projectile with significant start up and recovery, at least in comparison to it's MKII counterpart. Use it against backwards jumpers, or mix it in with forceballs from full screen to keep players pinned down.
The Slide is a semi useful move, as it can get you out of rub jabs and is a decent wake up move to catch people sleeping, sometimes you can even stick in a second one and people tend to not expect it. The only problems with Reptile's slide are it's slow, and has short range. Classic Sub-zero's slide is about 3 times faster with at least twice the distance. You can sometimes use it to get out of cross ups but it can get you into trouble. On Sonya, the Female Ninjas, and Kung Lao, the slide will often push them when they are blocking. It can cost you a match if you aren't carefully timing it to make sure it will hit and not be blockable, but if used in mid gameplay, if they stop blocking too soon, it will still hit them.
Invisibility. It is what it says it is. Be invisible as much as possible and do it only if you are safe, like after an autocombo, RH or uppercut. Know where you are on the screen, so it is best to understand the distance you will land if you jump forward or back, throw out some kicks if you're not sure where you are and if they hit, you know how close you are. Air throws will not make Reptile reappear.
The Elbow Dash is generally not to be used as an offensive move. On rare occassion you can catch people off guard with it, and many times if they block the first lap of it, you can attack them right as they recovery from the block stun and beat them to their next attack with a pop up combo and set up a deadly combo juggle. The most important aspect of this move is transit. You can use it at any time, as much as you like. It is a faster version of run essentially and he stops on a dime usually in very good places because he turns around right as he passes the opponent's axis. That coupled with running in right afterwards gets you right next to them, enabling rush down scenarios with rub jabs. You can use it to run under jumping attacks and avoid all kinds of situations and it's very useful to get out of cross ups. If someone goes to cross up jump kick or jump punch you, try and scout it and buffer Reptile's Elbow Dash backwards, this way you will run under their attack starting from a ducking position, and wind up behind them. If you connect an anti air roundhouse, use the dash move to get right on top of them before they even hit the ground. It is the same concept as anti cross up spinning with Kabal, but much less rewarding. If you can keep up a good Dashing game, especially while invisibile. Another integral part of Reptile's Dash, is to use it in juggle combos. It seems very intentional that they gave him a limit of three hits before his forceball is disabled, and a 3 hit pop up combo, extra recovery on his pop up, with the fast forceball being just fast enough to hit any opponent unblockably if done on a just frames concept after said pop up, which flips them to the perfect height to do anti air HPs, and then this move makes Reptile run back and forth under the falling opponent, lining up perfectly to get more each time, just out of sync enough to not be an infinite. A truly remarkable set of coincidences. Learn this, it's what makes Reptile dangerous, without it, he belongs in the lower end of the top tier. The Elbow Dash also does a tiny bit of damage for some reason during certain situations when you move across the opponent, so if they are on absolute danger, an elbow dash will win it for free.
Reptile can cannot relaunch combo anyone except Sheeva. It is too slow on recovery so he cannot jump as they are moving upwards. You have to walk forward, take a running step and jump forward+punch immediately as Sheeva is about 2/3 through her flight.
Basic Juggles:
1. jump punch starter, HP, HP, D+LP, HK JK or Uppercut depending on opponent 6 hits 34, 35 and 38%
2. HP, HP, D+LP, Fast Forceball, Uppercut 5 hits 34%
3. Slow forceball, aaHPHP, fast forceball, uppercut 5 hits 33%
Corner and juggles:
1. Slow Forceball, aaHPHP, fast Forceball, aaHPHP, JK, RH, LK 9 hits 50%
2. HP, HP, D+LP, Fast Forceball, aaHPHP, JK, RH, LK 9 hits 51%
3. aaHPHP, Fast Forceball, aaHPHP, JK, RH, LK 8 hits 52%
4. RH onto Slow Forceball, aaHP, Fast Forceball, uppercut 5 hits 47%
5. aaHP, JK, aaHP, fast Forceball, aaHPHP, JK, RH, LK 9 hits 68%
Maximum, or most reccommended Dashing HP Juggles on all characters via his 3 hit pop up to Forceball:
Juggle Chain examples:
HPHP = 2 consecutive HPs
LPHPHP = fluid chaining 3 hits
LP, HPHP = 1 LP, cancel with run, walk forward, 2 HPs
HPHP, HP = 2 HPs, cancel with run, walk forward, 1 HP
1. vs Kabal: Possible but difficult infinite with HPHPHP, dash - or (HPHP, dash)x6, LPHP, Uppercut
2. vs Females Ninjas: HPHP, HP, (HPHP, dash)x4, LPHP, Uppercut; LPHPHP infinite works on them, but extremely difficult
3. vs Male Ninjas: HPHP, HP, dash - Infinite and corner infinite, HP, HP,(into the corner) dash, HPHPHP (out of the corner), dash
4. vs Nightwolf: (HPHP, dash)x6, LPHP, Uppercut
5. vs Sonya: HP, (HPHP, dash)x6, LPHP, Uppercut
6. vs Jax: HPHPHP, dash - Infinite
7. vs U-Sub: LPHPHP, dash - Infinite
8. vs Kano: LPHP, HP, dash - Infinite
9. vs Robots: (HPHP, dash)x4, (LPLP, dash)x3, Uppercut
10. vs Stryker: Infinite - all variants
11. vs Sindel: LPHPHP, dash - Infinite; also LPHP, HP or HPHP, HP works
12. vs Lao: (HPHP, dash)x6, LPHP, Uppercut
13. vs Sheeva: Popup to forceball - (HPHP, dash)x6, Uppercut; just a forceball - (HPHP, dash)x9, Uppercut
14. vs Liu: Popup to forceball - (HPHP, dash)x6, Uppercut; just a forceball - (HPHP, dash)x7, LPHP, Uppercut
15. vs Shang: off a pop up or forceball the max is HPHP, dash, HPLP, dash, uppercut, however this is very difficult. leaving off the LP and dash-uppercut on the single HP is easier.
16. vs Male Ninjas, Stryker, Jax, and Sub-zero: JPS or JKS HP, HP, D+LP, walk forward, run step, aaLP (or HP), dash, uppercut 40-43%
The mid-screen infinite is HPHP, walk forward aaHP, be sure that HP hits and cancel with the dash, then repeat. After HPHP, aaHP then LPHP, walk forward HP is a lot easier in VS play. This pattern is easy on Kano and Stryker. You can still try HPHP, HP if you want to get more damage, or if you see your next volley will be the last one try stuff like LPHP, walk forward LP.
His second infinite is HPHPHP, dash. It works best on Jax only, and you need special setup like Popup, or Forceball. On Unmasked Sub-Zero you can set it up as: popup, forceball, HP, walk forward HPHP, dash, LPHPHP. On Sindel just after forceball stand in position and do LPHPHP, dash. Against Kabal for some reason it's a little more difficult. It's once again LPHPHP but be sure the last HP hits, pause slightly, and then dash, LPHPHP (wait for 3rd punch to hit and then dash). Its possible to do this inf on Female Ninjas and Kano but its very difficult.
The corner infinite is actually something extra. It's almost impossible to get more than 2 volleys in actual vs play, because to be a real infinite you need to be in perfect position. The infinite is HPHP, dash into corner, HPHPHP, dash out of the corner, HP, and press forward, HP, and dash again. It works on Male Ninjas, and you can get one cycle against almost everyone, two against Kano and Stryker. Against Kabal, Jax, Sindel and Unmasked Sub after HPHPHP or LPHPHP you can just repeat triple punch trick.
Punisher Set Ups for dashing punches:
1. Vs Kano Cannonball - aaHP, forceball, aaHP, forceball - infinite
2. Vs Mileena's Roll or Teleport Kick - aaHPHP, dash, aaHP, forceball, aaLPHP, aaHP, Dash, into maximum HPHP dashing, uppercut
3. Vs Ninja Teleport Punch - Infinite with or without forceball is possible
4. Vs Robot Teleport Uppercut - aaHP, fast forceball, aaHP, slow forceball, then the max dash punches, uppercut
5. Vs Stryker Baton Dash - Infinite
6. Vs Kung Lao Dash Kick - aaHP, forceball, aaHP, forceball, max dash punches, uppercut
7. Vs Liu Kang Bike Kick - aaHPHP, forceball, max dash punches
Other set ups for dashing punches:
1. slow forceball, aaRH onto forceball, aaHP, fast forceball into the most dashing punches you can get on whatever character it is, should generally result around 65%
2. slow forceball, aaHPHP, fast forceball, into dashing punches
3. (Vs Sonya, Nightwolf, and Kung Lao) HP, HP, D+LP, fast forceball, HP, walk forward, aaHPHP, whiff dash, then back to aaHPHP, dashing to add more juggles.
ded_ helped a lot with this one, especially getting all the combos and damage %s, he deserves a couple DPs for it.
psykosonik •02/09/2006 10:15 AM (UTC) •
0
awesome guide man. reptile is the man ^_^
krsx66 •02/10/2006 04:00 AM (UTC) •
0
Reptile, my fave character since MK1, you guys did him justice.
Here's a rare pic, a dragon point to anyone who can tell me where it's from...
Here's a rare pic, a dragon point to anyone who can tell me where it's from...
psykosonik •02/10/2006 07:57 AM (UTC) •
0
hah mk2 tv commercial
MK2KungBroken The Prophet - R.I.P. 1979-2006www.kombatnetwork.com
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet. •02/10/2006 08:51 AM (UTC) •
About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
0
lol I remember like 2 years ago someone asked for the actual commercial and I dug through my wrestling tapes to find a match from the WWF on Monday Night RAW, the Undertaker Vs Kwang, and I knew there was a commercial for SNES MKII on it, it gets cut on the very beginning with the flying erase head lines because I caught as it was starting.
psykosonik •02/10/2006 01:40 PM (UTC) •
0
02.10.2006 3:40PM - Reptile Infinite Found ^_^
EDIT: Two more Reptile infinites found LoL
EDIT: Two more Reptile infinites found LoL
MK2KungBroken The Prophet - R.I.P. 1979-2006www.kombatnetwork.com
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet. •02/10/2006 10:12 PM (UTC) •
About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
0
It will be in the next video.
psykosonik •02/11/2006 10:01 AM (UTC) •
0
Konqrr Wrote:
OMG...he moves up on the tier list hehe
OMG...he moves up on the tier list hehe
yeah, take that nightwolf lol
dreemernj The Ultimate Source of Kompetitive Mortal Kombat. UltimateMK.com
•02/12/2006 07:18 PM (UTC) •
About Me
TheProphet, GGs my friend. Give'em Hell.
0
psykosonik Wrote:
yeah, take that nightwolf lol
Konqrr Wrote:
OMG...he moves up on the tier list hehe
OMG...he moves up on the tier list hehe
yeah, take that nightwolf lol
Ha
MK2KungBroken The Prophet - R.I.P. 1979-2006www.kombatnetwork.com
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet. •03/04/2006 08:16 PM (UTC) •
About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
0
They're going to need to show some more support with the Xbox 360 netplay coming.
MK2KungBroken The Prophet - R.I.P. 1979-2006www.kombatnetwork.com
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet. •03/06/2006 10:12 AM (UTC) •
About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
0
Kung Lao (Updated 09/21/06)
Kung Lao is ranked #3 of 23 in UMK3. A top tier character to say the least with incredible maneuverability and high damage juggles, with infinite possibilities. On the defensive, you have to force people to make mistakes, like leaving the ground. This sets up spin opportunities and then leads into juggle infs and respins. Watch for certain characters who can outprioritize the spin, like Kano. His jump kick will often times beat out the Spin's collision box range. Your best bet is to keep moving, using low to ground dive kicks and staying away from the teleport unless you are guaranteed they will not be able to counter you, and so you can connect a JK to powerful 7 hit autocombo afterward. Early jump punches canceled to Dive Kicks are also useful.
Basic moves:
His HP can be used as anti air to set up the damage protection-free version of his infinite, but you have to commit to that HP connecting, and it's not so easy since it doesn't hit quite high enough for most characters. His LPs are good for run jabbing but as to what you can do when they release block is limited to his 3 hit kick combo. His standing HK and RH are excellent anti air, his standing LK has somewhat less range than others. His sweep has slightly longer range than some and his ducking LK is quick and pointy, very good for escaping run jabs. His uppercut has a very weird collision area. It will miss often times, especially against the teleport uppercut, so rather try to go for single aaLP, JK, whiff dive kick to infinite if possible. It also sometimes miss at extremely close side to side range, for instance when a Robot Ninja or Sindel lands right next to you, and is bad for direct overhead crossup snuffing but will connect just as they pass behind you. In situations where you see an uppercut available, it might be better to opt for his spin.
The Spin is his most valuable move. It sets up all his options. From a spin, it is time to deliver whatever variation of infinite combo you wish. There is no limit to the amount of spins you can do in a combo, which is very broken and dangerous, however, you must place one hit between each spin usage to allow for another. The Spin can be used in some cases almost like a Dragon Punch, but it's collision box, even though improved since MK3, still has some awkwardness to it, so try and figure out the best way to time a counter spin. Oftentimes it is a good idea to allow them to pass over you, and do the spin in reverse. Utilize the spin in corner juggles. You can link the spin to the end of his 7 hit autocombo in the corner on the Robot Ninjas Sheeva and Nightwolf, and if you catch someone just off the ground in the corner with an autocombo so that the entire combo juggles them, it is quite easy to then link a spin on just about anyone with the extra falling height. Utilize the Spin to get your opponent out of the corner in juggle combos if you don't wish to be repetitive or "lazy" with your now already broken infinite combos. What you must do is allow Kung Lao to pass the other character's axis in the corner after whiffing a dive kick, so that when the spin connects, it sends them out of the corner. You might also want to try performing the F-D-F motion backwards while still in the air, and hitting the F+Run the instant you hit the ground. You can also allow your opponent to fall a bit and be sure that they are to your side, and as quickly as possible perform the Spin normally. Try to stay away from using the Spin too much. It is possible to bait people with it from cross screen by just doing the Spin action without tapping at all, you will recover quickly, but if you tap Run during the spin at all, you will be held in spin animation longer. If you are near the corner, you can attempt to lock a person in with no where to go, pending teleports, etc, where you are so close to them the spin doesn't hit, but if they move, they are toast. There only way to avoid this scenario if you are the one in trouble is to essentially "parry" the spin by hitting forward+block exactly right.
The Dive Kick is another very important move, and what's more important is learning how to miss it well than even hitting it. It is a great transport move and if you do them low to the ground it confuses your opponent and it's very hard to hit him and intentionally get in the way of to block it. "Whiffing" the Dive Kick is essential to performing Kung Lao's cross screen infinite variants. It is a good idea to do the Dive Kick instinctively after connecting jump kicks, or using it to avoid an incoming counter jump kick. There is no limit to how many Dive Kicks you can do in a combo, but remember you don't want to be connecting them. Use it sparingly against opponents for damage, as it puts him in punishment mode when blocked. Try to do the Dive Kick and land next the opponent or behind them, and go for the 3 hit kick combo if they are ducking.
The Hat Throw is a slow projectile that has an arch to it, so it cannot be easily ducked or swept under. Kung Lao, Sindel and Sonya can easily ducking LK under it from a variety of distances. Sindel and Kung himself can duck it from a very large half screen window considering the move is generally not designed to be duckable. You can use it to add variety to corner combos, but it doesn't really have much other use, you might be able to stick it in with run jabs every now and then but this sets up nothing and runs the risk of being blocked and countered.
The Teleport is a questionable move. Some people know how to use it, some will never know. The best way to use it is on a baited projectile, and countering into the jump kick to 7 hit combo. If you ever do a teleport while your opponent is neutral, you asking to get countered. Spamming on the attack as he's coming up will sometimes help against people, but it is inadvisable because you will most likely not land the 7 hit combo. You can use the teleport in the corner to make his juggle infinites look more elaborate. It possible to teleport out of the way of sluggish run jabbers, but it is all in all just better to use ducking LKs. You can also use it to get out of blocked combos that have some recovery between hits, vs Kabal's air fireball strategy to connect a start right before he hits the ground, and also after something like a blocked Leg Grab from Sonya, to enhance damage.
Basic combos juggles:
1. aa Spin, R, aa(HP,HP) hat throw, 4 hits 25%
2. aaHP, JK, dive kick 3 hits 31%
Advanced Juggles:
1. spin, R, aaHP,HP, JK or JP, whiff dive kick, aaHP, repeat across screen
2. (In corner or from previous combo) spin, JK, spin (inf, and there are tons
of moves you can throw in for variety, Kung Lao can spin off just about all
his normals and the hat throw)
3. aaHP,(HP- may be necessary) JK, whiff dive kick (repeat til corner or dead)
4. 7 hit autocombo, juggle spin, straight up jump kick, whiff dive kick, spin out of corner, into cross screen infinite variation.
Sheeva, Shang Tsung, and the Female Ninjas all are slightly harder to juggle infinite than others, you must be more selective about how you hit them, specifically doing a certain routine against them, whereas against other characters you have a lot of freedom to change things up.
Kung Lao is ranked #3 of 23 in UMK3. A top tier character to say the least with incredible maneuverability and high damage juggles, with infinite possibilities. On the defensive, you have to force people to make mistakes, like leaving the ground. This sets up spin opportunities and then leads into juggle infs and respins. Watch for certain characters who can outprioritize the spin, like Kano. His jump kick will often times beat out the Spin's collision box range. Your best bet is to keep moving, using low to ground dive kicks and staying away from the teleport unless you are guaranteed they will not be able to counter you, and so you can connect a JK to powerful 7 hit autocombo afterward. Early jump punches canceled to Dive Kicks are also useful.
Basic moves:
His HP can be used as anti air to set up the damage protection-free version of his infinite, but you have to commit to that HP connecting, and it's not so easy since it doesn't hit quite high enough for most characters. His LPs are good for run jabbing but as to what you can do when they release block is limited to his 3 hit kick combo. His standing HK and RH are excellent anti air, his standing LK has somewhat less range than others. His sweep has slightly longer range than some and his ducking LK is quick and pointy, very good for escaping run jabs. His uppercut has a very weird collision area. It will miss often times, especially against the teleport uppercut, so rather try to go for single aaLP, JK, whiff dive kick to infinite if possible. It also sometimes miss at extremely close side to side range, for instance when a Robot Ninja or Sindel lands right next to you, and is bad for direct overhead crossup snuffing but will connect just as they pass behind you. In situations where you see an uppercut available, it might be better to opt for his spin.
The Spin is his most valuable move. It sets up all his options. From a spin, it is time to deliver whatever variation of infinite combo you wish. There is no limit to the amount of spins you can do in a combo, which is very broken and dangerous, however, you must place one hit between each spin usage to allow for another. The Spin can be used in some cases almost like a Dragon Punch, but it's collision box, even though improved since MK3, still has some awkwardness to it, so try and figure out the best way to time a counter spin. Oftentimes it is a good idea to allow them to pass over you, and do the spin in reverse. Utilize the spin in corner juggles. You can link the spin to the end of his 7 hit autocombo in the corner on the Robot Ninjas Sheeva and Nightwolf, and if you catch someone just off the ground in the corner with an autocombo so that the entire combo juggles them, it is quite easy to then link a spin on just about anyone with the extra falling height. Utilize the Spin to get your opponent out of the corner in juggle combos if you don't wish to be repetitive or "lazy" with your now already broken infinite combos. What you must do is allow Kung Lao to pass the other character's axis in the corner after whiffing a dive kick, so that when the spin connects, it sends them out of the corner. You might also want to try performing the F-D-F motion backwards while still in the air, and hitting the F+Run the instant you hit the ground. You can also allow your opponent to fall a bit and be sure that they are to your side, and as quickly as possible perform the Spin normally. Try to stay away from using the Spin too much. It is possible to bait people with it from cross screen by just doing the Spin action without tapping at all, you will recover quickly, but if you tap Run during the spin at all, you will be held in spin animation longer. If you are near the corner, you can attempt to lock a person in with no where to go, pending teleports, etc, where you are so close to them the spin doesn't hit, but if they move, they are toast. There only way to avoid this scenario if you are the one in trouble is to essentially "parry" the spin by hitting forward+block exactly right.
The Dive Kick is another very important move, and what's more important is learning how to miss it well than even hitting it. It is a great transport move and if you do them low to the ground it confuses your opponent and it's very hard to hit him and intentionally get in the way of to block it. "Whiffing" the Dive Kick is essential to performing Kung Lao's cross screen infinite variants. It is a good idea to do the Dive Kick instinctively after connecting jump kicks, or using it to avoid an incoming counter jump kick. There is no limit to how many Dive Kicks you can do in a combo, but remember you don't want to be connecting them. Use it sparingly against opponents for damage, as it puts him in punishment mode when blocked. Try to do the Dive Kick and land next the opponent or behind them, and go for the 3 hit kick combo if they are ducking.
The Hat Throw is a slow projectile that has an arch to it, so it cannot be easily ducked or swept under. Kung Lao, Sindel and Sonya can easily ducking LK under it from a variety of distances. Sindel and Kung himself can duck it from a very large half screen window considering the move is generally not designed to be duckable. You can use it to add variety to corner combos, but it doesn't really have much other use, you might be able to stick it in with run jabs every now and then but this sets up nothing and runs the risk of being blocked and countered.
The Teleport is a questionable move. Some people know how to use it, some will never know. The best way to use it is on a baited projectile, and countering into the jump kick to 7 hit combo. If you ever do a teleport while your opponent is neutral, you asking to get countered. Spamming on the attack as he's coming up will sometimes help against people, but it is inadvisable because you will most likely not land the 7 hit combo. You can use the teleport in the corner to make his juggle infinites look more elaborate. It possible to teleport out of the way of sluggish run jabbers, but it is all in all just better to use ducking LKs. You can also use it to get out of blocked combos that have some recovery between hits, vs Kabal's air fireball strategy to connect a start right before he hits the ground, and also after something like a blocked Leg Grab from Sonya, to enhance damage.
Basic combos juggles:
1. aa Spin, R, aa(HP,HP) hat throw, 4 hits 25%
2. aaHP, JK, dive kick 3 hits 31%
Advanced Juggles:
1. spin, R, aaHP,HP, JK or JP, whiff dive kick, aaHP, repeat across screen
2. (In corner or from previous combo) spin, JK, spin (inf, and there are tons
of moves you can throw in for variety, Kung Lao can spin off just about all
his normals and the hat throw)
3. aaHP,(HP- may be necessary) JK, whiff dive kick (repeat til corner or dead)
4. 7 hit autocombo, juggle spin, straight up jump kick, whiff dive kick, spin out of corner, into cross screen infinite variation.
Sheeva, Shang Tsung, and the Female Ninjas all are slightly harder to juggle infinite than others, you must be more selective about how you hit them, specifically doing a certain routine against them, whereas against other characters you have a lot of freedom to change things up.
Selpex •03/06/2006 03:53 PM (UTC) •
About Me
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good stuff, kung is one of my favourite players still, probably because hes the best chance to winning online with my delay. after seeing julian(usub)vslex(kung) match and watching ded_ perform his inf on kaillera i wanted to learn.
nice guide
nice guide
MK2KungBroken The Prophet - R.I.P. 1979-2006www.kombatnetwork.com
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet. •03/07/2006 09:59 AM (UTC) •
About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
0
Human Smoke
Human Smoke is a top tier character, ranked #2 of 23 available characters in the game. He has one of the highest combo potentials for starting a combo on the ground. Essentially, 2 mistakes and you are done. The only thing that makes him better than Ermac in terms of tactics is his air throw, but the air throw alone brings him tier level up dramatically. Male Ninjas can play a nice defensive game and he is one the best to make use of that with because of the available damage he can deal in those situations, not unlike Reptile and Ermac. They all have huge damage opportunities on defense, but it is possible to rush down with them as well. There is a common misconception that Human Smoke is just a clone of Scorpion, who is gray and smoking, with no difference in moves. In reality, Human Smoke is much more powerful than Scorpion because he has pop up combos, and he also has a slightly faster walking speed, which makes certain juggle combos easier. His damage range is anywhere from 10 to 35% more at any given time in the same situation as Scorpion. Run jabs and safe teleports are your game. Make sure to only use his HK, LP combo when rushing down, or off a jump punch start. Many players will use his 4 hit combo (the one Scorpion should use) because of reflex. Remove that from you brain because it is worthless. Anti air HPs and roundhouses are a must, and can easily link into 50%+ combos, make sure you have the timing down, and know which characters can be anti air HPed easily. Mix up his run jabs with knees, for example, double run jab, run in, knee, run jab, knee, knee, and keep them guessing, but watch for an opening to set up his pop up combo. Don't forget about his airthrow, and try and get them low on cross up attempts. When run jabbing, sometimes an opponent will jump away, watch for a juggled LP and get them with a harpoon afterward. Also pay attention to collision detection. For some reason when male ninjas duck and block, a lot of distance gets between them and the attacker, causing their combos to miss, like Jax and Kabal. When Jax's first punch in his combo, or Kabal's uppercut misses, capitalize on that with a harpoon, or run in and combo.
Male Ninja Basics moves:
The Male Ninjas have excellent basic moves, good height and range on everything in relation to their sprite proportions, their roundhouse is extra wicked and can connect in almost any situation. The only thing that can be weird about them is their aaHPs. Sometimes they tend to miss in situations where you wouldn't expect them to and this is due to kara canceling with run to speed the last hit up, in this situation, often you can do aaHP, LP and it'll work, with slightly less damage, otherwise, always take an extra small step in before doing aaHPs.
The Harpoon (or Spear, I tend to throw both words around randomly) is an essential move as it is a very quick containment and relatively safe to do from full screen depending on the who the opponent it. It's good on wake ups as it seems to have a hit box in front of him before it even comes out. You can try throwing out a harpoon afterward a combo for mix ups on jumpy players. It can be linked in juggle combos with a normal limit of 4 hits before it, and can be broken to 5. It can counter many simple standing attacks for free. You might want to also get the feel down for players who jump back and snag them on a landing. Anytime you connect a Harpoon with Human Smoke, it means at least 50% on every character. Learn the best combos for specific characters, but most of them are vulnerable to his bread and butter 56%. A situation where you might be able to consistently connect a spear would be when running jabbing, then doing a teleport punch without leaving the screen. At this point a lot of players try to jump in, hit a spear right as they are coming down, into a convenient combo of choice. You can also just throw out a spear as wake up at this point on characters who don't have teleports.
The Teleport Punch is a great move if used for escaping and overall positioning and manueverability. If you use it too much players will see your patterns and counter by getting in the way of it and blocking. If you are experienced enough with the placement and timing you should be able to teleport almost anytime it is available (it has a small time limit between usages) and not get punished. Essentially think of the screen's width as 1 unit, and then if there is more than half of the entire screen behind you and the opponent combined, you are safe. Use if when you are getting up to escape run jabs, HKs or knee starting combos. It is best to try and get the placement down to land right next to them even if they are blocking, this sets up free throw potential and/or rush down. Watch out for counter sweeps, LKs, HKs or uppercuts if you rush in immediately. Utilize the teleport punch as a combo extender but try not to actually hit them with it as it activates damage protection. Its limit is 4 hits before it is locked, has a small window of time limit recharge and you can stretch it out to 2 uses per combo if done right. Do not use the teleport punch as a safe guard chip hit when someone is on danger because it only does about 2% chip damage and danger can mean the person has 4% life left. It is common to see people lose matches they should have won because of this. In order to connect his teleport punch on characters like Shang Tsung, Liu Kang, female ninjas, Robots Ninjas, and Sheeva in mid screen standard combo situations, after his HK, LP pop up, jump forward and wait until he starts coming down on the flip to JK, then instantly cancel to the teleport punch. This makes him line up better with them. You can also glitch cancel the teleport punch if you want to get fancy.
His Air Throw is very useful on jumpy opponents, remember to tap block in air a few times any time you leave the ground just incase they do as well. Use it on cross attempts, it's not quite as useful in sweep situations as Jax or Kano's, but still possible to do. It's good to link at the end of juggle combos.
Human Smoke has one sketchy infinite, in which you can perform his bread and butter combo over and over by intentionally breaking it at the D+LP. The window to achieve this comboable break is approximately 1 frame. It is almost worthless to try because you can throw away a match trying to do this. The combo breaks and allows you to perform his Teleport Punch and Harpoon over and over each rotation.
Human Smoke can relaunch every character in the game, like Ermac and Kano. This is done by performing a launcher combo, jumping along with the opponent as they are flying, and as you are about to land, connect a linked HP, which is unblockable if they are close enough to the ground but are still considered in air, and then the autocombo is free. It is useful against certain characters, as some are easier to relaunch than others. Difficult/pointless relaunch attempts are Stryker, Sindel, Female Ninjas, and Male Ninjas. Everyone else is pretty easily relaunched by Human Smoke.
Basic Juggles: (this is adding 1 hit and about 7% for air throws in damage protected combos and 14% for regular combos since the game does not count them as part of a combo)
1. HK, D+LP, D+HP, aaHP, spear, HK, D+LP, D+HP, JK, air throw, 10 hits 48%
2. HK, LP, JK, teleport punch, spear, HK, D+LP, D+HP, JK, air throw 10 hits 53%
3. jump punch starter, HK, LP, teleport punch, harpoon, HK, D+LP, D+HP, JK, air throw 10 hits 55%
Advanced Juggles: (Harpoon makes corner combos easier to set up)
1. jump punch start, HK, LP, deep JK, harpoon, HK, D+LP, D+HP, aaHP, JK, air throw 11hits 62%
2. (on male ninjas, Stryker, Sub, Jax, Kano etc) HK, LP, RH, teleport punch, harpoon, HK, D+LP, D+HP, aaHP, JK, air throw 11hits 57%
3. aaRH, teleport punch, aaHP, aaHP, harpoon, HK, D+LP, D+HP, aaHP, JK, air throw 11hits 62%
4. aa(HP,HP), teleport punch miss, aa(HP,HP), spear, HK, D+LP, D+HP, JK, air throw 11 hits 68%
5. jump punch starter, HK, D+LP, D+HP, spear, Run close to corner if already near, HK, D+LP, D+HP, JK, JK, air throw, 11 hits 65%
6. aaHP,HP, JK, teleport punch, harpoon, HK, D+LP, D+HP, aaHP, JK, air throw 11 hits 68%
7. aaHP, HP, teleport punch whiff, aaHP, JK, harpoon, HK, D+LP, D+HP, aaHP, JK, air throw 11 hits 78% (BP)
Corner punishers:
1. (very close to wall) aaHP,HP, harpoon, HK, D+LP, D+HP, JK, RH, HK 9 hits 60%
2. (very close to wall) aaHP, RH, harpoon, HK, D+LP, D+HP, JK, RH, HK 9 hits 71%
3. (very close to wall) aaRH, harpoon, HK, LP, harpoon, HK, D+LP, D+HP, JK, RH, HK 11 hits 72%
4. (half screen distance from wall) aaHP,HP, JK, aaHP, harpoon, HK, D+LP, D+HP, JK, RH, JK 11hits 83%
5. (sweep distance from wall) aaHP,HP, JK, RH, harpoon, HK, D+LP, D+HP, JK, RH, HK 11hits 93%
You can add two HPs before the final JK, air throw to the Robot Ninjas, Jax, and Sub-zero, but it is very difficult to time, and two LPs on male ninjas, adding only 1% to the finished combo.
Human Smoke is a top tier character, ranked #2 of 23 available characters in the game. He has one of the highest combo potentials for starting a combo on the ground. Essentially, 2 mistakes and you are done. The only thing that makes him better than Ermac in terms of tactics is his air throw, but the air throw alone brings him tier level up dramatically. Male Ninjas can play a nice defensive game and he is one the best to make use of that with because of the available damage he can deal in those situations, not unlike Reptile and Ermac. They all have huge damage opportunities on defense, but it is possible to rush down with them as well. There is a common misconception that Human Smoke is just a clone of Scorpion, who is gray and smoking, with no difference in moves. In reality, Human Smoke is much more powerful than Scorpion because he has pop up combos, and he also has a slightly faster walking speed, which makes certain juggle combos easier. His damage range is anywhere from 10 to 35% more at any given time in the same situation as Scorpion. Run jabs and safe teleports are your game. Make sure to only use his HK, LP combo when rushing down, or off a jump punch start. Many players will use his 4 hit combo (the one Scorpion should use) because of reflex. Remove that from you brain because it is worthless. Anti air HPs and roundhouses are a must, and can easily link into 50%+ combos, make sure you have the timing down, and know which characters can be anti air HPed easily. Mix up his run jabs with knees, for example, double run jab, run in, knee, run jab, knee, knee, and keep them guessing, but watch for an opening to set up his pop up combo. Don't forget about his airthrow, and try and get them low on cross up attempts. When run jabbing, sometimes an opponent will jump away, watch for a juggled LP and get them with a harpoon afterward. Also pay attention to collision detection. For some reason when male ninjas duck and block, a lot of distance gets between them and the attacker, causing their combos to miss, like Jax and Kabal. When Jax's first punch in his combo, or Kabal's uppercut misses, capitalize on that with a harpoon, or run in and combo.
Male Ninja Basics moves:
The Male Ninjas have excellent basic moves, good height and range on everything in relation to their sprite proportions, their roundhouse is extra wicked and can connect in almost any situation. The only thing that can be weird about them is their aaHPs. Sometimes they tend to miss in situations where you wouldn't expect them to and this is due to kara canceling with run to speed the last hit up, in this situation, often you can do aaHP, LP and it'll work, with slightly less damage, otherwise, always take an extra small step in before doing aaHPs.
The Harpoon (or Spear, I tend to throw both words around randomly) is an essential move as it is a very quick containment and relatively safe to do from full screen depending on the who the opponent it. It's good on wake ups as it seems to have a hit box in front of him before it even comes out. You can try throwing out a harpoon afterward a combo for mix ups on jumpy players. It can be linked in juggle combos with a normal limit of 4 hits before it, and can be broken to 5. It can counter many simple standing attacks for free. You might want to also get the feel down for players who jump back and snag them on a landing. Anytime you connect a Harpoon with Human Smoke, it means at least 50% on every character. Learn the best combos for specific characters, but most of them are vulnerable to his bread and butter 56%. A situation where you might be able to consistently connect a spear would be when running jabbing, then doing a teleport punch without leaving the screen. At this point a lot of players try to jump in, hit a spear right as they are coming down, into a convenient combo of choice. You can also just throw out a spear as wake up at this point on characters who don't have teleports.
The Teleport Punch is a great move if used for escaping and overall positioning and manueverability. If you use it too much players will see your patterns and counter by getting in the way of it and blocking. If you are experienced enough with the placement and timing you should be able to teleport almost anytime it is available (it has a small time limit between usages) and not get punished. Essentially think of the screen's width as 1 unit, and then if there is more than half of the entire screen behind you and the opponent combined, you are safe. Use if when you are getting up to escape run jabs, HKs or knee starting combos. It is best to try and get the placement down to land right next to them even if they are blocking, this sets up free throw potential and/or rush down. Watch out for counter sweeps, LKs, HKs or uppercuts if you rush in immediately. Utilize the teleport punch as a combo extender but try not to actually hit them with it as it activates damage protection. Its limit is 4 hits before it is locked, has a small window of time limit recharge and you can stretch it out to 2 uses per combo if done right. Do not use the teleport punch as a safe guard chip hit when someone is on danger because it only does about 2% chip damage and danger can mean the person has 4% life left. It is common to see people lose matches they should have won because of this. In order to connect his teleport punch on characters like Shang Tsung, Liu Kang, female ninjas, Robots Ninjas, and Sheeva in mid screen standard combo situations, after his HK, LP pop up, jump forward and wait until he starts coming down on the flip to JK, then instantly cancel to the teleport punch. This makes him line up better with them. You can also glitch cancel the teleport punch if you want to get fancy.
His Air Throw is very useful on jumpy opponents, remember to tap block in air a few times any time you leave the ground just incase they do as well. Use it on cross attempts, it's not quite as useful in sweep situations as Jax or Kano's, but still possible to do. It's good to link at the end of juggle combos.
Human Smoke has one sketchy infinite, in which you can perform his bread and butter combo over and over by intentionally breaking it at the D+LP. The window to achieve this comboable break is approximately 1 frame. It is almost worthless to try because you can throw away a match trying to do this. The combo breaks and allows you to perform his Teleport Punch and Harpoon over and over each rotation.
Human Smoke can relaunch every character in the game, like Ermac and Kano. This is done by performing a launcher combo, jumping along with the opponent as they are flying, and as you are about to land, connect a linked HP, which is unblockable if they are close enough to the ground but are still considered in air, and then the autocombo is free. It is useful against certain characters, as some are easier to relaunch than others. Difficult/pointless relaunch attempts are Stryker, Sindel, Female Ninjas, and Male Ninjas. Everyone else is pretty easily relaunched by Human Smoke.
Basic Juggles: (this is adding 1 hit and about 7% for air throws in damage protected combos and 14% for regular combos since the game does not count them as part of a combo)
1. HK, D+LP, D+HP, aaHP, spear, HK, D+LP, D+HP, JK, air throw, 10 hits 48%
2. HK, LP, JK, teleport punch, spear, HK, D+LP, D+HP, JK, air throw 10 hits 53%
3. jump punch starter, HK, LP, teleport punch, harpoon, HK, D+LP, D+HP, JK, air throw 10 hits 55%
Advanced Juggles: (Harpoon makes corner combos easier to set up)
1. jump punch start, HK, LP, deep JK, harpoon, HK, D+LP, D+HP, aaHP, JK, air throw 11hits 62%
2. (on male ninjas, Stryker, Sub, Jax, Kano etc) HK, LP, RH, teleport punch, harpoon, HK, D+LP, D+HP, aaHP, JK, air throw 11hits 57%
3. aaRH, teleport punch, aaHP, aaHP, harpoon, HK, D+LP, D+HP, aaHP, JK, air throw 11hits 62%
4. aa(HP,HP), teleport punch miss, aa(HP,HP), spear, HK, D+LP, D+HP, JK, air throw 11 hits 68%
5. jump punch starter, HK, D+LP, D+HP, spear, Run close to corner if already near, HK, D+LP, D+HP, JK, JK, air throw, 11 hits 65%
6. aaHP,HP, JK, teleport punch, harpoon, HK, D+LP, D+HP, aaHP, JK, air throw 11 hits 68%
7. aaHP, HP, teleport punch whiff, aaHP, JK, harpoon, HK, D+LP, D+HP, aaHP, JK, air throw 11 hits 78% (BP)
Corner punishers:
1. (very close to wall) aaHP,HP, harpoon, HK, D+LP, D+HP, JK, RH, HK 9 hits 60%
2. (very close to wall) aaHP, RH, harpoon, HK, D+LP, D+HP, JK, RH, HK 9 hits 71%
3. (very close to wall) aaRH, harpoon, HK, LP, harpoon, HK, D+LP, D+HP, JK, RH, HK 11 hits 72%
4. (half screen distance from wall) aaHP,HP, JK, aaHP, harpoon, HK, D+LP, D+HP, JK, RH, JK 11hits 83%
5. (sweep distance from wall) aaHP,HP, JK, RH, harpoon, HK, D+LP, D+HP, JK, RH, HK 11hits 93%
You can add two HPs before the final JK, air throw to the Robot Ninjas, Jax, and Sub-zero, but it is very difficult to time, and two LPs on male ninjas, adding only 1% to the finished combo.
krsx66 •03/07/2006 12:34 PM (UTC) •
0
_EVIL_ Wrote:
QOUTE:3. jump punch starter, HK, LP, teleport punch, harpoon, HK, D+LP, D+HP, JK, air throw 10 hits 55% (Smoke)
Shock this is imposible. All this is =5 hits
QOUTE:3. jump punch starter, HK, LP, teleport punch, harpoon, HK, D+LP, D+HP, JK, air throw 10 hits 55% (Smoke)
Shock this is imposible. All this is =5 hits
Is the teleport punch whiffed? I.e. does the teleport punch miss on purpose, sending HSmoke across to the other side of the screen and setting him up for the rest of the combo?
dreemernj The Ultimate Source of Kompetitive Mortal Kombat. UltimateMK.com
•03/07/2006 02:47 PM (UTC) •
About Me
TheProphet, GGs my friend. Give'em Hell.
0
krsx66 Wrote:
Is the teleport punch whiffed? I.e. does the teleport punch miss on purpose, sending HSmoke across to the other side of the screen and setting him up for the rest of the combo?
_EVIL_ Wrote:
QOUTE:3. jump punch starter, HK, LP, teleport punch, harpoon, HK, D+LP, D+HP, JK, air throw 10 hits 55% (Smoke)
Shock this is imposible. All this is =5 hits
QOUTE:3. jump punch starter, HK, LP, teleport punch, harpoon, HK, D+LP, D+HP, JK, air throw 10 hits 55% (Smoke)
Shock this is imposible. All this is =5 hits
Is the teleport punch whiffed? I.e. does the teleport punch miss on purpose, sending HSmoke across to the other side of the screen and setting him up for the rest of the combo?
No you connect the teleport punch. Its just a standing teleport punch, and you pause a bit to let them fall into place, but not so far that they stumble back on their feet because then its blockable at that point.
It sounds like _Evil_ is not getting the hk, d+lp, d+hp fast enough and its breaking there. When done correctly the damage readout at the end is 9 hits 48% because the air throw doesn't get added in to the combo. (it adds the 7% that Shock metnioned).
psykosonik •03/07/2006 03:22 PM (UTC) •
0
whats this all about?
hps, hk, lp, teleport punch (4 - four hits), spear
its not the 3 hit launcher...
hps, hk, lp, teleport punch (4 - four hits), spear
its not the 3 hit launcher...
MK2KungBroken The Prophet - R.I.P. 1979-2006www.kombatnetwork.com
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet. •03/07/2006 07:52 PM (UTC) •
About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
0
It's just an easy, slightly higher damage variant, instead of walking forward aaHP, harpoon.
krsx66 •03/07/2006 08:11 PM (UTC) •
0
dreemernj Wrote:
No you connect the teleport punch. Its just a standing teleport punch, and you pause a bit to let them fall into place, but not so far that they stumble back on their feet because then its blockable at that point.
No you connect the teleport punch. Its just a standing teleport punch, and you pause a bit to let them fall into place, but not so far that they stumble back on their feet because then its blockable at that point.
Oops, I misread what Evil had written. When he said impossible, I thought he meant he was doing: HP starter, Hk, D+Lp, D-Hp, teleport punch -- which obviously is 5 hits, and locks the spear.
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