UMK3 Definitive Combo/juggle Guide for newbs to advanced
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posted02/15/2004 06:24 PM (UTC)by
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MK2KungBroken
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02/15/2003 04:37 AM (UTC)
OK, most of the advanced stuff in this requires some setting up, but it's still doable, I'm not going to list anything that I can't get within like 2 tries on my own, and most of this stuff is just second nature now. Here is some stuff for Kitana, Reptile, Sonya, Jax, Nightwolf, Jade and Scorpion. I'm leaving out tactics because you can find just about anything you want to know in Lex's compedium thread on shoryuken.com. In order to find out the master level stuff, you should watch our videos.
www.darktemplarz.com/combovideos

Legend:
PS = Punch starter
KS = Kick starter
U = UP
D = Down
B = Back
F = Forward
HP = High Punch
LP = Low Punch
HK = High Kick
LK = Low Kick
BL = Block
R = Run
aa =Anti Air
JK = Jump kick
RH= Roundhouse

For all ground combos, you can add a jump punch either jumping straight up, forward or back and it will add to the combo, or add a straight up jump kick as well, which does a little more damage. For all damage readouts, I will include the % for the punch starter, then the kick starter after, inferring 1 more hit.

Kitana

Basic Combos:
1. HP, HP, B+LP, F+HP 4 hits 25% (PS 35%, KS 37%)
2. HK, HK, LK, B+HK 23%, 33%, 34%

Basic Juggles:
1. fan lift, JK, Fan, R, aaHP, JK 5 hits 25%
2. fan lift, JK, Fan, R, D+HP 4 hits 25%

Advanced Juggles:
1. aa (HP HP), JK, fan, R, HK, 4 hits 49%


Reptile

Basic Combos:
1. HP, HP D+LP 3 hits 18%, 27%, 29%
2. HK, HK B+HK 3 hits 21%, 30%, 32%
3. HP, HP, HK B+HK 4 hits 24%, 33%, 35%

Basic Juggles:
1. HP, HP D+LP, Fast Forceball, uppercut 5 hits 34%
2. HP, HP D+LP, Fast Forceball, aa(HP,HP), acid spit 7 hits 33% (slide 32%)
3. HP, HP D+LP, Fast Forceball, aa(HP,HP), elbow dash, uppercut 7 hits 40%
4. Fast Forceball, aaHP, Slow Forecall, aa, HP, HP, acid spit 6 hits 29% (slide 28%)
5. Slow Forceball, aaHP, Fast Forceball, aa(HP,HP), JK, slide, 7 hits 36%

Advanced Juggles:
1. HP, HP D+LP, Fast Forceball, aa(HP,HP), elbow dash, aa(HP,HP), elbow dash, uppercut, 9 hits 46% (see how many elbow dash cancels you can get, Ekim Kahn has gotten up to 5 whiffs 12 HPs}on certain characters)
2. Slow Forceball, aaHP, Fast Forceball, aa(HP,HP), elbow dash, aa(HP,HP), elbow dash, uppercut 8 hits 42% (Again try for more dash cancels)

Sonya

Basic Combos:
1. HP, HP, LP, B+HP 4 hits 22%, 31%, 33%
2. HK, HP, HP, LP, B+HP 5 hits 27%, 37%, 39%
3. HK, HK, HP, HP, LP, B+HP 6 hits 31%, 41%, 43%
4. HK, HK B+HK 3 hits 18%, 28%, 30%
5. HP, HP U+LP 3 hits 18%, 27%, 29%
6. HK, HP, HP, U+LP 4 hits 23%, 33%, 34%
7. HK, HK, HP, HP, U+LP 5 hits 27%, 37%, 39%


Basic Juggles:
1. KS, HK, HK, HP, HP, U+LP, aaHP, rings, 8 hits, 47%
2. KS, HK, HK, HP, HP, U+LP, JK, leg grab, 8 hits, 50%

Advanced Juggles:
1.(Near corner on teleporters especially) aaHP, RH, leg grab, 3 hits 45% (Any more than 2 hits before her leg grab, no matter how they are performed, the leg grab will do about 5%-3% damage)

Jax

Basic Combos:
1.HK, HK, B+HK 3 hits 19%, 28%, 30%
2.HP, HP, BL, LP, B+HP 5 hits 24%, 33%, 35%
3.HK, HK, D+HP, HP, BL, LP, B+HP 7 hits 33%, 43%, 45%

Corner Combos:
1. KS, HK, HK, D+HP, HP, BL, LP, B+HP, aaHP, gotcha 14 hits (approx 60% because the damage readout isn't correct and says 69%)
2. KS, HK, HK, D+HP, HP, BL, LP, B+HP, aaHP, dash punch, Jump Up, backbreaker, 10 hits 54% + backbreaker damage

Nightwolf

Basic Combos:
1. HK, HK, B+HK 3 hits 19%, 28%, 30%
2. HP, HP, LP, D-F HP 4 hits 23%, 33%, 34%
3. HK, HP, HP, LP, D-F HP 5 hits 28%, 38%, 40%
4. HP, HP, LP, HK 4 hits 22%, 31%, 33%
5. HK, HP, HP, LP, HK 5 hits 27%, 37%, 39%

Basic Juggles:
1. KS, HK, HP, HP, LP, D-F HP, shoulder tackle 7 hits 47%

Advanced Juggles:
1. KS, HK, HP, HP, LP, D-F HP, axe, R, HP, shoulder tackle 9 hits 59%
2. KS, HK, HP, HP, LP, D-F HP, axe, R, HP, axe, shoulder tackle 10 hits 61%
3. (In corner) aaHP, JK, aaHP, shoulder tackle, shoulder tackle 5 hits 57%

Jade

Basic Combos:
1. HP, HP, D+LP, D+HP 4 hits 22%, 31%, 33%
2. HK, HK, LK, B+HK 4 hits 23%, 33%, 34%
3. HP, HP, D+LP, LK, HK, LK, B+HK 7 hits 25%, 34%, 36%

Advanced Juggles:
1. run out of corner under jumping opponent, RH, dash kick, RH, R+HK, 4 hits 60%

Scorpion

Basic Combos:
1. HP, HP, U+LP 3 hits 19%, 27%, 29%
2. HP, HP, HK, B+HK 4 hits 24%, 33%, 35%
3. HK, HK, LK, LK 4 hits 23%, 33%, 34%

Basic Juggles:
1. JK, teleport punch, spear, HP, HP, HK, B+HK 7 hits 33%

Advanced Juggles:
1. aa(HP,HP), teleport punch whiff, aa(HP,HP), harpoon, HP, HP, HK, B+HK 9 hits 55%
2. aaRH, teleport punch, R, aa(HP,HP), harpoon, HP, HP, HK, B+HK 9 hits 46%

If you guys have anything to add for these characters that you think is effective, or cool, or what have you, just post here and I'll update this post.

Matt
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01/30/2004 04:09 AM (UTC)
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Next set:

Kano

Basic Combos:
HK, LP 2 hits 15%, 24%, 26%
HK, D+LP, D+HP 3 hits 19, 28%, 30%
HK, HK, LK, B+HK 4 hits 23%, 33%, 34%
HP, HP, LP 3 hits 18%, 27%, 29%
HP, HP, D+LP, D+HP 4 hits 22%, 31%, 33%
HP, HP, HK, LK, B+HK 5 hits 26%, 36%, 37%

Basic Juggles:
1. KS, HP, HP, D+LP, D+HP, JK, air throw 7 hits between 45% and 50%
2. KS, HP, HP, D+LP, D+HP, mandhandle 6 hits about 40% (says 34%)
3. KS, HP, HP, D+LP, D+HP, aaHP, knife throw, 7 hits 42% (Knife uppercut 44%)

Advanced Juggles:
1. HP, HP, D+LP, D+HP, deep JK with LK and charge LK, mandhandle, release for cannonball, 8 hits about 65% (says 7 hits 54%)
2. (In corner especially against teleporters) aaHP, JK, aaHP, mandhandle, cannonball, 5 hits about 65%


Mileena

Basic Combos:
1. HP, HP, U+LP, D+LP 4 hits 22%, 31%, 33%
2. HP, HP, HK, HK, U+LK, U+HK 6 hits 30%, 30%, 32%
3. HK, HK, U+LK, U+HK 4 hits 23%, 33%, 34%
4. HP, HP, HK, HK, D-F LK 5 hits 24%, 27%, 29%
5. HK, HK, D-F LK 3 hits 16%, 26%, 28%

Basic Juggles:
1. KS, HP, HP, HK, HK, D-F LK, JK, sai 8 hits 42%
2. KS, HP, HP, HK, HK, D-F LK,

Advanced Juggles:
1. roll, R, HP, roll, R, HK, 4 hits 24%
2. aa(HP,HP), roll, RH 4 hits 31%
3. aaHP, JK, roll, R, aaHP, HK 5 hits 42%
4. aaHP, JK, roll, JK, sai, 5 hits 44%

Ermac (AKA Options, there's so many variations here that I will only list a few, it's fun to figure out Ermac combos on your own)

Basic Combos:
1. HK, LP 2 hits 15%, 24%, 26%
2. HP, HP, B+LP, D-F HP 4 hits 19%, 29%, 31%
3. HK, HK, LK, B+HK 4 hits 23%, 33%, 34%
4. HP, HP, B+LP, HK, LK 5 hits 24%, 34% 35%

Basic Juggles:
1. HK, LP, JK, teleport punch, telekentic lift (TKS), aa(HP,HP) fireball 7 hits 42% (says 39%)(with HK 43%, says 40%)
2. KS, HK, LP, aaHP, TKS, aaHP,HP, fireball 7 hits 45%
3. JK, TKS, aa(HP,HP), teleport punch whiff, aaHP, TKS, aa(HP,HP) fireball 9 hits 40% (says 7 hits 37%)
4. TKS, aa(HP,HP), teleport punch whiff, aa(HP,HP), TKS, uppercut 7 hits 58% says 5 hits 48%)
5. TKS, aa(HP,HP), teleport punch whiff, aa(HP,HP), TKS, aa(HP,HP), fireball 9 hits 61%, (says 7 hits 51%)

Advanced Juggles:
1. TKS, aa(HP,HP) teleport punch whiff, aa(HP,JK), TKS, aa(HP,HP),JK 9 hits 74% (says 7 hits 64%)
2. TKS, aaRH, teleport punch, aaHP, TKS, aa(HP,HP), aaLP, fireball 9 hits 50% (says 7 hits 44%)
3. KS, HK, LP, JK, TKS, R, bouncing hit HK, LP, R, HP, fireball 9 hits 55% (says 8 hits 51%)
4. (Corner 100% combo) TKS, aa(HP,HP), JK, RH, TKS, aa(HP,HP), JK, RH
5. (Corner 100% combo) aaRH, TKS, aa(HP,HP) aaHP, TKS, aa(HP,HP), JK, RH, R+LK

Classic Sub-zero

Basic Combos:
HK, B+HK, F+LK 3 hits 19%, 28% 30%
HP, HP, D+LP, D+HP 4 hits 22%, 31%, 33%
HP, HP, F+LK, B+HK, F+LK 5 hits 26% 28% 30%

Basic juggles:
1. KS, HP, HP, D+LP, D+HP, JK, slide 7 hits 45%
2. aa freeze, aaHP, freeze, aa(HP,HP), JK, slide, 5 hits 43%

Advanced Juggles:
1. aa freeze, aaHP, freeze, aaHP freeze(breaks a rule by canceling before the punch hits but still connecting)HP,HP, JK, slide, 6 hits 50%
2. aaHP, ground freeze, KS, HP, HP, D+LP, D+HP, JK, slide, 9 hits 51%

Unmasked Sub-zero

Basic Combos:
1. HP, HP, B+HK 3 hits 18%, 27%, 29%
2. HP, HP, LP, B+HK 4 hits 22%, 31%, 33%
3. HK, HK, B+HK 3 hits 19%, 28%, 30%
4. HP, HP, LK, HK, B+HK 5 hits 26%, 28%, 30%
5. HP, HP, LP, LK, HK, B+HK 6 hits 23%, 33%, 34%

Basic Juggles:
1. aa freeze, aaHP, freeze, aa(HP,HP), JK, slide, 5 hits 43%

Advanced Juggles:
1. 1. aa freeze, aaHP, freeze, aaHP freeze(breaks a rule by canceling before the punch hits but still connecting)HP,HP, JK, slide, 6 hits 50%
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01/30/2004 07:40 AM (UTC)
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Here's the rest

Sektor

Basic Combos:
1. HK, HK 2 hits 15%, 24%, 26%
2. HP, HP, D+LP 3 hits 18%, 27%, 29%
3. HP, HP, HK B+HK 4 hits 22%, 31%, 33%
4. HP, HP, HK, HK, B+HK 5 hits 26%, 36%, 37%

Basic Juggles:
1. KS, HP, HP, D+LP, HP, dumb missile 6 hits 38%

Advanced Juggles:
1. aaJK, teleport uppercut, aaHP, dumb missile, 4 hits, 43%
2. aaHP, teleport uppercut, aa(HP,HP)
3. Smart missile, cross up JK, teleport punch, aaHP, dumb missile 5 hits 35%

Sindel

Basic Combos:
1. HK, HK, B+HK 3 hits 19%, 28%, 30%
2. HP, HP, D+HP 3 hits 19%, 29%, 31%
3. HK, HP, HP, D+HP 4 hits 27%, 36%, 37%
4. HP, HP, LP, HK 4 hits 25%, 35%, 37%
5. HK, HP, HP, LP, HK 5 hits 33%, 42% 44%

Basic Juggles:
1. HK, HP, HP, D+HP, aaHP, fireball 7 hits 47%
2. HK, HP, HP, D+HP, JK, air fireball 7 hits 52%

Advanced Juggles:
1. aaHP, scream, aaHP,HP scream, aaHP, scream, HK, HP, HP, D+HP, R, aa(HP,HP), JK,

airfireball, 12 hits 73% (says 9 hits)

Stryker

Basic Combos:
1. HK, LK, B+HK 3 hits 19%, 28%, 30%
2. HK, LK, B+LP, B+HK 4 hits 23%, 33%, 34%
3. HP, HP, LP 3 hits 18%, 27%, 29%
4. HK, HP, HP, LP 4 hits 23%, 33%, 34%

Basic Juggles:
1. aa riot gun, R, aa(HP,HP) grenade 4 hits 24%
2. KS, HK, HP, HP, LP, riot gun, R, aa(HP,HP) grenade 9 hits 53%

Advanced Juggles:
1. KS, HK, HP, HP, LP, riot gun, baton dash whiff, aa(HP,HP), riot gun repeat across screen

til you get to the wall.
2. (Near corner) KS, HK, HP, HP, LP, riot gun, deep JK, aaLP, riot gun, deep JK, aaLP, riot

gun repeat (inf)

Cyrax

Basic Combos:
1. HK, HK, B+HK 3 hits 19%, 28%, 30%
2. HP, HP, LP 3 hits 18%, 27%, 29%
3. HP, HP, HK, HP, HK B+HK 6 hits 30%, 40%, 42%

Basic Juggles:
1. aa net, aa(HP,HP), aa net, aa(HP, HP) air throw 5 hits 41%

Advanced Juggles (There are tons of bomb variations that require set ups, here's a simple

one):
1. Bomb, RH into bomb, aa(HP,HP) air throw, 5 hits 56%

Kung Lao

Basic Combos:
1. HP, LK, B+HK 3 hits 18%, 27%, 29%
2. HK, LK, HK 3 hits 19%, 28%, 30%
3. HP, LP, HP, LP, LK, LK, HK 7 hits 34%, 44%, 46%

Basic Juggles:
1. aa Spin, R, aa(HP,HP) hat throw, 4 hits 25%

Advanced Juggles:
1. aa Spin, R, aaHP, JK, whiff dash kick, aaHP, hat throw, 5 hits 33%
2. spin, R, aaHP,HP, JK or JP, whiff dash kick, aaHP, repeat across screen
3. (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)

Kabal

Basic Combos:
1. HP, HP, D+HP 3 hits 13%, 22%, 24%
2. HK, LK, B+HK 3 hits 18%, 28%, 30%
3. HK, LK, HK, B+HK 4 hits 24%, 34%, 36%
4. HP, HP, D+LP, D+HP 4 hits 17%, 27%, 28%
5. HK, LK, HP, HP, D+HP 5 hits 15%, 25%, 27%
6. HK, LK, HP, HP, HK, B+HK 6 hits 18%, 28%, 30%
7. HK, LK, HP, HP, D+LP, D+HP 6 hits 17%, 27%, 28%

Basic Juggles
1. Spin, KS, HK, LK, HP, HP, D+HP, JK, air fireball, 9 hits 41%
2. aa spin, aa(HP,HP), JK, air fireball 5 hits 42%

Advanced Juggles:
1. aaHP, spin, aa(HP,HP), JK, air fireball 6 hits 49%
2. near corner, spin, KS, HK, LK, HP, HP D+HP, JK at peak, pause and fireball before you hit

the ground, then JK, pause slightly, air fireball, JK, airfireball (you can get at least 2

JK airfireballs on every character) 2 volleys is 11 hits 56%. 3 is 13 hits 70%
3. aa spin near corner, aa(HP,HP out of skate range) JK, airfireball 2 or 3X depending, can

result in 72-100%, on 2X, stick in a running HK at the end, for 86%.

Sheeva

Basic Combos:
1. HK, HK, LK, B+HK 4 hits 27%, 36%, 38%
2. HP, HP, LP, F+HP 4 hits 25%, 35%, 37%
3. HP, HP, LP, HK, HK, LK, B+HK 7 hits 42%, 51%, 53%

Basic Juggles:
1. KS, HP, HP, LP, F+HP aaHP, RH 7 hits 48%
2. KS, HP, HP, LP, F+HP aa(HP,HP) fireball 8 hits 51%

Advance Juggles:
1. aa(HP,HP) teleport stomp, 3 hits 38%
2. Near corner, KS, HP, HP, LP, JK, aa HP, fireball 8 hits 56%
3. Near corner, KS, HP, HP, LP, F+HP JK, aaHP, teleport stomp 8 hits 57%

Shang Tsung

Basic Combos:
1. HK, HK, B+HK 3 hits 19%, 28%, 30%
2. HP, HP, LP, B+HK 4 hits 22%, 31%, 33%
3. HK, HP, HP, LP, B+HK 5 hits 27%, 37%, 39%

Basic Juggles
1. ground eruption, aa(HP,HP) double fireball 7 hits 43%

Advanced Juggles
(They exist but are nearly impossible, you'd rather work on morph combos)

Liu Kang

Basic Combos:
1. HP, HP, B+LP 3 hits 13%, 22%, 24%
2. HK, LK, HK, LK 4 hits 22%, 32%, 34%
3. HP, HP, BL, LK, LK, HK, LK 7 hits 29%, 39%, 40%

Basic Juggles:
1. KS, HP, HP, B+LP, aaHP, JK, airfireball 7 hits 32%

Advanced Juggles:
1. aa(HP,HP), JK, airfireball, dragon kick 5 hits 56%
2. KS, HP, HP, B+LP, JK, airfireball, dragon kick 7 hits 34%
3. (Near corner) aa(HP,HP) 3X JK air fireball like Kabal, with same nuances
4. (Near corner), KS, HP, HP, B+LP, JK, air fireball 3X, aaHP, fireball, standing LK doable

on just about every, but very difficult in concept, 13 hits 50%

Robot Smoke:

Basic Combos:
1. HP, HP, LP 3 hits 18%, 27%, 29%
2. HK, HK, LP 3 hits 19%, 28%, 30%
3. HP, HP, HK 3 hits 18%, 27%, 29%
4. HP, HP, LK, HK, LP 5 hits 26%, 36%, 37%

Basic Juggles:
1. JK, teleport uppercut, aaHP, spear, HP, HP, LK, HK, LP 9 hits 37%
2. teleport uppercut, aaHP, spear, HP, HP, LK, HK, LP 8 hits 47%


Advanced Juggles (set up is tricky but rewarding)
1. aaHP, teleport uppercut, aaHP, spear, HP, HP, LK, HK, LP 10 hits 60%
2. aaJK, teleport uppercut, aaHP, spear, HP, HP, LK, HK, LP 10 hits 69%

Human Smoke

Basic Combos:
1. HK, LP 2 hits 15%, 24%, 26%
2. HK, D+LP, D+HP 3 hits 18%, 28%, 30%
3. HP, HP, U+LP 3 hits 19%, 27%, 29%
4. HP, HP, HK, B+HK 4 hits 24%, 33%, 35%
5. HK, HK, LK, B+HK 4 hits 23%, 33%, 34%

Basic Juggles:
1. KS, HK, D+LP, D+HP, spear, HK, D+LP, D+HP, JK, air throw 10 hits about 55% (says 9 hits

50%)
2. HK, LP, early JK, spear, HK, D+LP, D+HP, JK, air throw 9 hits about 50%
3. JK, teleport punch, spear, HK, D+LP, D+HP, JK, air throw about 50%
4. HK, LP, JK, teleport punch, spear, HK, D+LP, D+HP, JK, air throw 10 hits about 50%

Advanced Juggles: (Harpoon makes corner combos easier to set up)
1. aaRH, teleport punch, R, HP, harpoon, HP, HP, HK, B+HK 8 hits about 60%
2. aa(HP,HP), teleport punch miss, aa(HP,HP), spear, HK, D+LP, D+HP, JK, air throw 10 hits
about 65%
3. KS, HK, D+LP, D+HP, spear, R close to corner if already near, HK, D+LP, D+HP, JK, JK, air
throw, 11 hits about 65%

You'll figure out which combos are useful and which ones aren't. A guy had asked me to make a detailed list like this a while ago, so I figured this was as good a time as any.

Matt
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CorrezZ
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Reiko = S.U.V.

01/30/2004 09:29 AM (UTC)
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Good show, I bet alot of people (including me) think it's usefull.
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the_shirt_ninja
01/30/2004 10:21 AM (UTC)
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OK, what exactly is an Anti-Air?
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MK2KungBroken
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01/30/2004 01:12 PM (UTC)
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Anti-air: An attack done to counter an air attack, or universally, attacks done to an opponent who is already in the air.

It's an intercepting tool, like in SF, dragon punches are like HKs in MK. Similarly, in both games you can jab people out of the air.

Matt
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RepTiLeStyLe
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PS2 Tags: REPSTYLE , ShdwTear XBL GT: dj 2scoops

http://www.myspace.com/somberdjoy

01/30/2004 03:27 PM (UTC)
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Hey Great thread Matt. These combos will improve alot of peoples game that have been looking for strats. Thanx for posting them up.
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MK2KungBroken
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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.
02/09/2004 08:05 AM (UTC)
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Here are the remaining MKT characters for the combo/juggle guide.

Johnny Cage, Baraka, MK2 Kung Lao, and MK Jax all do "MK2" damage, it's part of how they are lol. Example: MK2 4 uppercuts = danger, MK3 4 uppercuts equals a bit less than danger.


Johnny Cage

Basic Combos:
1. HP, HP, LP, D+LP 4 hits 19%, 29%, 39%
2. HK, LK, HK, LK, LK 5 hits 27%, 37%, 46%

Basic Juggles:
1. KS, HP, HP, LP, D+LP, JK, shadow kick 7 hits 56%

Advanced Juggles:
1. KS. HP, HP, LP, D+LP, R, aaHP, JK, shadown kick 8 hits 59%
2. (Near corner) KS, HP, HP, LP, D+LP, JK, RH, shadow kick 7 hits 66%


Noob Saibot

Basic Combos:
1. HP, HP, LP, HK 4 hits 22%, 31%, 33%
2. HK, LK, LK, LK 4 hits 23%, 33%, 34%

Basic Juggles:
1. KS, HP, HP, LP, HK, teleport slam, uppercut 7 hits 53%

Advanced Juggles:
1. KS, HP, HP, LP, HK, aa(HP,HP) teleport slam, uppercut 9 hits 59% or aaHP, HK 11 hits 59%


Baraka

Basic Combos:
1. HP,HP, B+HP, F+HP 4 hits 22%, 31%, 33%
2. HK, HK, LK, B+HK 4 hits 23%, 33%, 34%

Basic Juggles:
1. Blade Spin, Blade Spin, HK, 3 hits 57%

Advanced Juggles:
1. Blade Spin, Blade Spin, uppercut, 3 hits 62%
2. (near corner) Blade Spin, Blade Spin, R, aaHP, blade fan 4 hits 64%
3. (near corner) Blade Spin, Blade Spin, R, (aaHP, B+HP) repeat ( ) for inf and take a small step orward each time


MK2 Raiden

Basic Combos:
1. HP, HP, LP, LP 4 hits 19%, 29%, 31%
2. HK, LK, B+HK 3 hits 18%, 28%, 30%
3. HK, HK, LK, B+HK 4 hits 23%, 33%, 34%
4. HP, HP, LP, F+HP 4 hits 36%, 45%, 47%

Basic Juggles:
1. KS, HP, HP, LP, LP, JK, superman 7 hits 48%

Advanced Juggles:
1. (Near corner) KS, HP, HP, LP, LP, JK, aaRH, superman 8 hits 56%
2. KS, HP, HP, LP, LP, teleport, aa(HP,HP), JK, superman 9 hits 54%


MK1 Raiden

Basic Combos:
1. HP, D+LP, LP, D+LP 4 hits 19%, 29%, 31%
2. HK, B+HK, B+HK 3 hits 19% 28%, 30%

Basic Juggles:
1. KS, HP, D+LP, LP, D+LP, JK, superman 7 hits 48%

Advanced Juggles:
1. (Near corner) KS, HP, D+LP, LP, D+LP, JK, aaRH, superman 8 hits 56%


Rain

Basic Combos:
1. HP, HP, LP, HP 4 hits 22%, 31%, 33%
2. HK, HK, LK, HK, B+HK 5 hits 29%, 39%, 40%

Basic Juggles:
1. KS, HK, HK, LK, HK, B+HK, uppercut 7 hits 51%
2. Rainball, Rainball, Rainball, Rainball, RH, uppercut 6 hits 42%

Advanced Juggles:
1. KS, HK, HK, LK, HK, B+HK, (aaHP, aaRH) repeat ( ) for inf


MK1 Kano

Basic Combos:
1. HP, HP, HP, HP 4 hits 22%, 31%, 33%
2. HK, LK, HK, F+HK 4 hits 21%, 30%, 32%

Basic Juggles:
1. Knife Spin, aa(HP,HP) cannonball 4 hits 34%

Advanced Juggles:
2. Near corner aaHP (glitched super fast cancel to) Knife Spin, JK, aaRH, cannonball 5 hits 51%


MK2 Jax

Basic Combos:
1. HP, HP, HP, LP, B+HP 5 hits 28%, 33%, 35%
2. HK, LK, LK, HK, LK, B+HK 6 hits 28%, 37%, 39%

Advanced Juggles:
1. (near corner) aa(HP,HP), JK, air wave, aaRH, R+HK 6 hits 78%


MK2 Kung Lao

Basic Combos:
1. HP, LP, LP, D+LP 4 hits 27%, 36%, 38%
2. HK, LK, HK, HK, B+HK 5 hits 30%, 40%, 42%

Basic Juggles:
1. KS, HP, LP, LP, D+LP, JK, superman 7 hits 55%

Advanced Juggles:
1. KS, HP, LP, LP, D+LP, JK, whiff dash kick, aa(HP,HP), JK, superman 10 hits 69%
2. KS, HP, LP, LP, D+LP, (JK, whiff dash kick) repeat ( ) til corner
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MrSchpfmut
02/11/2004 05:36 PM (UTC)
0
Yeah this shit ain't bad! You may wanna visit http://s3.invisionfree.com/DarkAddictz/index.php?showtopic=25 cuz it is word for word what you've posted! I'm not sure who copied who or if you are this dude... but, yeah...

Anyways, I only started playing Umk3 again recently, but please someone tell me... What the hell is an elbow dash with Reptile?




Here's a couple Reptile combos i was playing with last night:

HP,HP,d+LP, ffHP+LP, HP,JK,sweep [7hit 40%] (yes this works with a sweep, just wait out and time the HP right)
HP,HP,d+LP, ffHP+LP, HP,JK,slide [7hit 37%]

You can also start these with a jump kick - fast force ball etc. and still do around 35% for 5 hits!
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Konqrr
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About Me
MKII is a Glorified RPG...Turn Based Chip Damage!
02/11/2004 06:30 PM (UTC)
0
Sinala = MK2KungBroken = Matt
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MrSchpfmut
02/11/2004 06:56 PM (UTC)
0
Thanks konqrr. I figured as much, I just thought it was weird...

Anything on that elbow dash?

Is it just some term or a special I'm clueless to? I wasn't nearly as into umk3 as I have been in DA, so I don't remember all that much about it.

thanks
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MK2KungBroken
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About Me
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.
02/11/2004 07:32 PM (UTC)
0
Elbow dash is back forward LK. He can miss it and use it as run, and it's faster than run.

Matt
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MrSchpfmut
02/11/2004 09:49 PM (UTC)
0
Thanks matt,

I will definately try this out later!

Do any other characters have a move like this? Just curious so I don't waste time trying it with everyone...

-jay
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takermk
02/11/2004 10:18 PM (UTC)
0
Yeah, all those are good combos. Some of them I didn't know, especially the Noob Saibot combos.
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dreemernj
02/12/2004 12:42 AM (UTC)
0

MrSchpfmut Wrote:
Thanks matt,

I will definately try this out later!

Do any other characters have a move like this? Just curious so I don't waste time trying it with everyone...

-jay


The elbow dash is a move specific to Reptile. It is unique and quite helpful.
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GhostDragon
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About Me

Ghostdragon - Fan Submission Director ghostdragon@mortalkombatonline.com
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
http://www.mortalkombatonline.com

"Tis true my form is something odd, But blaming me is blaming God. Could I create myself anew, I would not fail in pleasing you. If I could reach from pole to pole, Or grasp the ocean with a span, I would be measured by the soul, The mind's the standard of the man."
-Isaac Watts
02/12/2004 11:54 PM (UTC)
0
hmm.... he forgot H. Smokes', Ermacs' and Noobs' Infinite combos.

Get those combos posted so everyone can use em dude! wink

I'm Ghost!

Ghost Dragon
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GhostDragon
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About Me

Ghostdragon - Fan Submission Director ghostdragon@mortalkombatonline.com
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
http://www.mortalkombatonline.com

"Tis true my form is something odd, But blaming me is blaming God. Could I create myself anew, I would not fail in pleasing you. If I could reach from pole to pole, Or grasp the ocean with a span, I would be measured by the soul, The mind's the standard of the man."
-Isaac Watts
02/13/2004 12:04 AM (UTC)
0
WHOOPS!!! =-o

Sorry man! I was thinkin' about MKT(N64) Infinites!

But I think either Human or Cyber Smoke has an Infinite combo though.

I'm Ghost... again!

Ghost Dragon
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MK2KungBroken
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About Me
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.
02/13/2004 01:32 AM (UTC)
0
None of those characters have legit infinites other than their linker pop up infinites that work only on certain characters, I chose not to list those. Noob has an infinite in N64 with LP LP teleport slam.

Matt
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MrSchpfmut
02/13/2004 09:48 PM (UTC)
0
Haha, either it's been such a long time since I've played UMK3 or I just never saw that move, but I almost fell off my couch when I saw Reptile fly across the screen like that!

Anywho, I'm havin a bit of trouble getting the elbow dash to 'wiff' after booger-ball hp hp... I most likely just have the timing wrong, but any tips?

Also, I have gotten the hang of landing two consecutive balls. Is it correct that you need to use the fast then the slow? (as opposed two using two of the same speed) That's all I've been able to land... And, can you only throw 2 per juggle?

Again I appreciate the help guys.
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MK2KungBroken
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About Me
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.
02/14/2004 01:51 AM (UTC)
0
You have to cancel the second aa HP on the frame it connects in order to take advantage of the juggling factor, and yes you need to alternate Reptiles's balls in order to get the full use out of them. lol

Matt
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Kahn91
02/14/2004 03:52 AM (UTC)
0
That looks great, but is as clear as mud to me. I have no idea how to juggle in the Klassics, I can only juggle in MKDA.

*hides in shame* wink
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MrSchpfmut
02/15/2004 01:01 AM (UTC)
0

MK2KungBroken Wrote:
...and yes you need to alternate Reptiles's balls in order to get the full use out of them. lol


You have to cancel the second aa HP on the frame it connects
Matt


Ok first I was trying to figure out what you were laughing about cuz it made sense and i didn't think i said anything stupid, but a second look makes it a little obvious. ha! grin

anyhow, I figured you needed to run cancel the second HP. They still just keep falling too fast for me to get the punches off. Im workin on it... is there any way to stop the dash manually (aside from being all the way across the screen)?




kahn91,
I've definately played more Deadly Alliance than any one of the other Mk's, and I'm suprised I'm actually finding a lot of similarities in certain areas of them.

As far as the juggling goes, you have to use what you have at your disposal. While I think reptile has the best mix-up game in da, I love the way he juggles in umk3.
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MK2KungBroken
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About Me
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.
02/15/2004 02:14 AM (UTC)
0
To get a simple Reptile juggle combo:

HP, HP, D+LP, fast forceball, aaHP,HP(do the back forward on each punch hit and try hitting HP then LK almost instantaneously) but enough time so the punch actually hits, by doing this Reptile will run and turn around in perfect position to get two more HPs, but don't mash them, because they won't com out right, the moment Reptile turns around, tap the HPs and then cancel again, you should be able to get at least 2 volleys of HPs and dash within the first 5 or 10 minutes of trying. Practice on Jax Kabal or Liu Kang first, and remember that 12 HPs are possible as far as we know, so 4 shouldn't be too hard.

Matt
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dreemernj
02/15/2004 06:24 PM (UTC)
0
For the Reptile combo, I can't stress enough what MK2KungBroken said about Don't Mash the Buttons.

By that we mean do not just sit there hitting the button as fast as possible, the game does not like that and it will actually cause the moves to come out slower.

I suggest for the first two HP's, always tap HP twice and then do the reptile dash, just tap twice and do the dash as fast as you can. You might start out missing the second HP so just keep trying it tweaking it slightly.

Second, after you get the aa HPs and then the dash, you can't mash. If you hit HP immediately after the dash finishes you will get a HP out faster then if you are tapping HP as fast as you can as the dash is happening.

So, start with two taps of HP then the dash, repeat until you can get it so you barely see the second HP but the opponent still pops up from it. Then practice getting the really fast HP after the dash without mashing.

It difficult but repetition is the key.
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