combo breakers in UMK3?
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posted06/10/2005 06:16 PM (UTC)by
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BustaUppa
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AIM BustaUppa if you're up for some Kaillera (after 6 PM Eastern... can't slack off THAT much while I'm at work)

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03/19/2004 03:53 PM (UTC)
I just noticed this last night when I was playing UMK3 on Kaillera. I was Sub Zero and my opponent was Sonya. So Sonya runs in with an autocombo and I block it, meanwhile I just hold back and mash LP and LK so I can catch Sonya off guard with a slide, as soon as the combo completes.

However Sub Zero just busted out with the slide when Sonya was in mid-combo, and it hit! Maybe this was common knowledge, but it came as a surprise to me.

So obviously the MK team never intentionally implemented "combo breakers," but there seems to be a couple of ways to time a move right and interrupt a combo (after blocking the first hit).

So how exactly does this work? Can many moves interrupt an autocombo if timed right? I remember reading somewhere that Sonya's leg grab could do this too.
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dreemernj
06/08/2005 05:37 PM (UTC)
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BustaUppa Wrote:
I just noticed this last night when I was playing UMK3 on Kaillera. I was Sub Zero and my opponent was Sonya. So Sonya runs in with an autocombo and I block it, meanwhile I just hold back and mash LP and LK so I can catch Sonya off guard with a slide, as soon as the combo completes.

However Sub Zero just busted out with the slide when Sonya was in mid-combo, and it hit! Maybe this was common knowledge, but it came as a surprise to me.

So obviously the MK team never intentionally implemented "combo breakers," but there seems to be a couple of ways to time a move right and interrupt a combo (after blocking the first hit).

So how exactly does this work? Can many moves interrupt an autocombo if timed right? I remember reading somewhere that Sonya's leg grab could do this too.


I believe it depends on how much startup time the move has. The slide and even sonya's leg grab have really fast startup times. And also, sonya's leg grab is not very vulnerable when its starting up which means the next move in the autocombo could even wiff in the right conditions. But, its been a while so I forget how that goes.

There's a lot more to this probably. MK2KB will chime in hopefully.

P.S. Busta, do you go to tournaments? If not you should practice and start getting to arcades if any are near you and try to hit the tournaments. Average players would never notice stuff like that.
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blackwizard
06/08/2005 05:53 PM (UTC)
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i wouldnt call it a combo breaker because it doesnt always guarantee a hit.
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BustaUppa
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AIM BustaUppa if you're up for some Kaillera (after 6 PM Eastern... can't slack off THAT much while I'm at work)

06/08/2005 06:29 PM (UTC)
0
dreemernj Wrote:
P.S. Busta, do you go to tournaments? If not you should practice and start getting to arcades if any are near you and try to hit the tournaments. Average players would never notice stuff like that.
In my area (Long Island) every arcade that used to have UMK3 (or any MK for that matter) either no longer exists or has turned into a DDR parlor. sad If there are any UMK3s around here, they are well-hidden! Hell, New Jersey may have the closest location for all I know. Anyway thanks the the vote of confidence; I would definitely love to gather around an MK machine with some fans, tournament or no tournament.
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MK2KungBroken
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06/08/2005 06:50 PM (UTC)
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It is all frame data.

Certain characters have combos that have moves where the recovery or startup time than the block stun. This however by no way means the interrupting attack is guaranteed because you usually need to have both the recovery and the attack combined to get in on them in the window. There is a counter - counter to it. If you know that you're doing a combo on a character that is going to stop, or break or whatever, just hold block or D+block after that attack rather than continuing the full blocked combo, and the attacker's move (slide, spin, leg grab etc) will be blocked and they can be punished.

Try it against Kung Lao players who do the full 7 hit combo blocked with masked Sub because his slide is so fast, and also notice on Jax's 7 hitter on the male ninjas after starter that isn't flush against you, many times the combo will just stop and he'll stand there like a fool after I think the second HP, it = guaranteed free 58% against Human Smoke if the Smoke player is aware, and I think Ermac can throw his lift out too and that will equal a possible 78% or somewhere around there, but you have to be fast on the reaction of when Jax is stuck.
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krsx66
06/08/2005 06:53 PM (UTC)
0
BustaUppa Wrote:
I just noticed this last night when I was playing UMK3 on Kaillera. I was Sub Zero and my opponent was Sonya. So Sonya runs in with an autocombo and I block it, meanwhile I just hold back and mash LP and LK so I can catch Sonya off guard with a slide, as soon as the combo completes.

However Sub Zero just busted out with the slide when Sonya was in mid-combo, and it hit! Maybe this was common knowledge, but it came as a surprise to me.

So obviously the MK team never intentionally implemented "combo breakers," but there seems to be a couple of ways to time a move right and interrupt a combo (after blocking the first hit).

So how exactly does this work? Can many moves interrupt an autocombo if timed right? I remember reading somewhere that Sonya's leg grab could do this too.


Like Dreemer said, if you pull a move that has little start up time, then you CAN break an auto combo during certain "gaps". You mentioned Subby's slide and sonya's leg grab, I think Nightwolf's rhino charge and Subby's MK3 ice clone (though I think you still take a hit ot two with the clone) can do the same.
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redsaleen02
06/10/2005 06:16 PM (UTC)
0
i believe fun zone on 110 might since hav an mk3 machine, commack nathans did, but it closed last yr. also try oceanside nathans.
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