Ermac Combo Question
0
posted07/08/2005 06:08 AM (UTC)by
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SaDo_The_Sandman
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Member Since
04/19/2005 10:21 PM (UTC)
i was trying something earlier on the arcade version of UMK3 with ermac and wondering if someone could help me out.
i was trying to link a fireball with a teleport punch, then run in for the 2 hit launcher, tele-slam, roundhouse and then another teleport punch to catch the opponent in mid-air for more juggling and the second teleport punch wouldnt work. does anyone know if its because im timing it wrong or is it cancled by the first teleport punch or the tele-slam or what.
this is the stand up arcade and not the emulator if that makes any difference.

Pz
SaDo
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dreemernj
07/08/2005 01:14 AM (UTC)
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Firstly, if you are doing this on a standing opponent, they can block after the teleport hits, even though they are stumbling away, but it might work on the computer if it is feeling generous.

The teleport disables after 4 hits I believe, thats probably the source of your problem.
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MK2KungBroken
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07/08/2005 06:08 AM (UTC)
0
Here is the stats on that combo for the Hell of it:

Fireball
Teleport Punch (blockable)
HK (blockable)
LP
TKS
RH (Teleport Punch and TKS are now disabled)

Matt
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