Combo help...juggles etc. for MKT
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posted12/15/2004 10:10 PM (UTC)by
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Scorpion2448
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05/05/2004 02:17 AM (UTC)
I have MKT for N64 and I've been playing a lot lately; mainly to get better w/ combos. First of all, I don't want to keep doing the same "strategy guide" combos like the easy 4,5,7 hits you know what I mean? I want some juggles and shit, but I get confused.

-What exactly is the JP button? I heard it's D + LP, but can someone elaborate on juggle punches and kicks? I've also seen KungBroken post buttons such as aaRH -is that a roundhouse or something? And how do you exactly cancel a run?

-What are some good/long/powerful juggles?

-I tried doing a juggle where Classic Sub does the 5 hit pop up, but I can't run over in time to hit HP or uppercut them back to mid-air to keep the combo going....is it due to the delay after the combo or am I just not hitting run at the right time?

Thanks guys! PS - I have read the combo thread.
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takermk
12/10/2004 10:35 PM (UTC)
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Well, you can't run after a normal button link combo, such as Subby's Pop-Up. It takes away the Run/Combo Meter.

After the Jump HK, HP, HP, D+LP, D+HP with Subby, you can Jump Kick and Slide, for a 7 Hit - 45% Damage combo.

I'm not as good at explaining as KungBroken is, he can help you.
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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.
12/10/2004 10:41 PM (UTC)
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Most of the general combos are the same in N64 MKT, but a lot of properties are changed here and there and I don't remember all of them. Combos with teleporters are easier, more flashy, because of the near limitless teleport punch. Give me some characters, and I will give you relatively easy combos you can get in gameplay.

aaRH is Anti Air Roundhouse, as in, you roundhouse the opponent while they are in the air, generally in a certain situation/position to set up another combo. JP = Jump Punch

Matt
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Scorpion2448
12/11/2004 10:27 PM (UTC)
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Thanks guys. I just got done playing and had some fun w/ these combos:

Kabal - RH, Dash, JP starter, HP, HP, Down+HP, JK, Fireball 10 hits/ 57 %
(sometimes the opponent holds block after the RH which can mess the combo up, but most people use JK instead of RH to start this one).

Kano - JP, HP, HP, Down +LP, Down + HP, walk in - HP, D+F HP (knife slash) 8 hits/ 42 % I believe.....

Can some people list combos for Reptile, Classic Sub, and Cyrax? Thanks.
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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.
12/11/2004 10:52 PM (UTC)
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Reptile: HP, HP, D+LP, fast forceball, aaHPHP, cancel with elbow dash (B,F LK), aaHPHP, cancel with elbow dash, uppercut, 9 hits 46%, moderate difficulty level.

Opponent at 3/4 to full screen, distance, slow forceball, if they jump over it, take a step in, aaRH into the ball, aaHP, fastball, aaHPHP, dash cancel, aaHPHP, dash cancel, uppercut, 9 hits 59%

Classic Sub: He's pretty basic overall, simple combos do decent damage, but that's about all he has. He probably has the easiest to time relaunch combo seeing as as long as he connects the HP on the end of the bridge it's pretty much not blockable. Go for something like aaHP, ground freeze, kick starter, HP, HP, D+LP, D+HP, deep jump kick, slide, 9 hits 51%

Cyrax: Try and use his bombs, his harder to get big juggles with, and even with the bombs he's still limited somewhat, it is possible to get good damage with a little effort. Try after getting a net, roundhouse for the set up, far bomb, if they run in try to knock them back into the bomb, then do something like aaHPHP air throw (D-F block, then LP when close in the air). There are better ones than that but start there first.

Matt
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trynax
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717313=Rain Can Be Found In The Graveyard

12/14/2004 04:49 AM (UTC)
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Everyone in the game that has a pop up combo which knocks the opponent into the air, with the only acception being Reptile, can go to 100% hit damage. It is very difficult to do. Try practicing them on the robots, or Sheeva. They are the easiest to time the fall which is part of the combo. These combos also work in all versions of UMK3 up through MK Trilogy. What you need to do is pick a fighter that has a pop up combo, for example Ninja Sub-Zero. Do his pop up combo HP, HP, D + LP, D + HP. Then as the opponent is falling down to the ground, time in a Jump In LP, and repeat the combo. Keep doing this until the opponent is defeated. With Sheeva, and the Robots wait about a second, your Jump in LP should hit them just a split second before they hit the ground. Everyone falls differently too, so timing the fall is most important. With all the male ninjas, it is just as they are about to hit the ground. Your Jump in LP should hit them at the same time they hit the ground. Below is every combo with every fighter this trick can be done with. Simple start the combo(s) listed below, and do the jump in combo trick, and repeat the combo once more.

Sonya=HP, HP, U + LP or HK, HK, HP, HP, U + LP

Kano/UMK3 Noob Saibot=LK, LP or LK, D + LP, D + HP or HP, HP, LP or
HP, HP, D + LP, D + HP

Mileena=HK, HK, D, F, LK or HP, HP, HK, HK, D, F, LK

Ninja Sub-Zero=HP, HP, D + LP, D + HP

Sindel=HP, HP, D + HP or LK, HP, HP, D + HP

Liu Kang=HP, HP, B + LP

Stryker=HP, HP, LP or LK, HP, HP, LP

Sektor=HP, HP, D + LP

Kabal=HP, HP, D + HP or LK, LK, HP, HP, D + HP

Human Smoke=LK, LP or LK, D + LP, D + HP

Ermac=LK, LP

MK Trilogy Noob Saibot=HP, HP, LP, HK

MK Trilogy Raiden=HP, HP, LP, LP

MK Trilogy Johnny Cage=HP, HP, LP, D + LP

MK Trilogy MKII Kung Lao (CD Platforms)=HP, LP, LP, D + LP

And finally in MK Trilogy Rain also has his own special 100% Hit Combo and it does work, and it can be tireing while doing it. Do do it, you must first get the opponent about in the middle of the screen. Try using the Control Ball. When they are set up in this, do the Lightning Slam, Run in and hit them with a Roundhouse. As they are coming around the other side, hit them with a standing High Punch, and do a Roundhouse again. Keep repearing the standing High Punch, and Roundhouse until opponent is defeated. Like I said it can get a little tiresome, but it is effective. Hope all of those can help a little. Good Luck!! smile
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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.
12/14/2004 05:38 AM (UTC)
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Sheeva can't do relaunch infinites either, I think that was just an oversite by Trynax. Remember not everyone can relaunch everyone, incase you're trying it with Kabal on someone like Kitana and getting frustrated. I don't know if it's universal with everyone in N64 as I haven't tried it fully. If there's any other characters you have questions for, I can give you specifically UMK3/PSXMKT doable combos that I'm sure are possible on N64, but other combos are also possible.

Matt
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trynax
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717313=Rain Can Be Found In The Graveyard

12/15/2004 11:58 AM (UTC)
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That is true that Sheeva cannot do a relaunch combo. Neither can Nightwolf, or Reptile. Sheeva, and Nightwolf's launches don't knock the opponent up high enough, and away at the right distance. Reptile launches the opponent the right height, but not the right distance. It is possible to do a relaunch combo with all the others I mentioned. The only ones I cannot get the right timing on when to start to redo the combo on would be the female ninja warriors like Kitana, Mileena, or Jade. Everyone else I have learned the correct timing.
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takermk
12/15/2004 10:10 PM (UTC)
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Matt, relaunch combos are the same in N64 as all the other versions. I've tried it out.
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