MKTScorpion=Human Smoke w/ forward puch but what about kombos?
2D Kombat Klassics
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MKTScorpion=Human Smoke w/ forward puch but what about kombos?


About Me
TheProphet, GGs my friend. Give'em Hell.
0
Human Smoke is the combo machine, Scorpion is like the combo widget.
Human smoke has two popups, lk, lp or lk, d+lp, d+hp that can lead to some great comboing. Also, he as punch and kick autocombos that rival Scorpions, so he is basically better than scorpion for comboing on all fronts.
In MKT they added the forward teleport to scorpion in an attempt to make him a little closer to Smoke's abilities but they didn't really succeed. The forward teleport can be very helpful, but its difficult to build off of it in any way because if it connects you get the huge damage protection and your combos are weak after that. His regular teleport is still more useful for just getting around the screen when you are comboing.
Human smoke has two popups, lk, lp or lk, d+lp, d+hp that can lead to some great comboing. Also, he as punch and kick autocombos that rival Scorpions, so he is basically better than scorpion for comboing on all fronts.
In MKT they added the forward teleport to scorpion in an attempt to make him a little closer to Smoke's abilities but they didn't really succeed. The forward teleport can be very helpful, but its difficult to build off of it in any way because if it connects you get the huge damage protection and your combos are weak after that. His regular teleport is still more useful for just getting around the screen when you are comboing.


About Me
AIM BustaUppa if you're up for some Kaillera (after 6 PM Eastern... can't slack off THAT much while I'm at work)
0
I've got a question about Human Smoke's pop-up for Dreemer or another one of the experts. Does the LK,d+HP,d+HP launcher have different properties depending on how you time it? If I just do the combo with normal timing, it seems to disable my special moves. So I can launch them, but then I can't throw a spear. However if I hesitate slightly between button presses, I can still do all my moves. Like if I do LK...d+LP.[slight pause].d+HP, I can jump kick, teleport, spear, and re-combo until they die. Sometimes the combo counter seems to "split" the hits when I do it this way but I still get the combo launcher out. I'm not sure if this is blockable since I haven't tried it on a human recently. Thanks for any insights!


About Me
TheProphet, GGs my friend. Give'em Hell.
0
Yes, you have to do the combo extremely quickly for it not to get that break in it. Its just an odd property of that one combo that it breaks if not done very quickly.
You are also correct that if you get the whole thing, you are not going to get the spear after say jump kick, teleport punch, because thats too many hits.
You can get 4 hits in before the spear, thats it. So if the combo completes thats 3, plus a jump kick then the spear. If you go for more the spear will be disabled. If the combo breaks, it essentially discounts the first hit of the combo giving you one more hit to get the spear out, but the combo is also blockable where it hits.
So its either a 3hit combo not blockable or a 2 hit combo and it is blockable.
You are also correct that if you get the whole thing, you are not going to get the spear after say jump kick, teleport punch, because thats too many hits.
You can get 4 hits in before the spear, thats it. So if the combo completes thats 3, plus a jump kick then the spear. If you go for more the spear will be disabled. If the combo breaks, it essentially discounts the first hit of the combo giving you one more hit to get the spear out, but the combo is also blockable where it hits.
So its either a 3hit combo not blockable or a 2 hit combo and it is blockable.


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.
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Human Smoke is much different than Scorpion. DreemerNJ explained everything pretty well. I have heard that in an early version of UMK3 that Smoke CPU only combo was not blockable/inescapable, but only if you got it to the frame. If you notice even against the PCU if you are a hair too slow, they will throw you out of it.
Matt
Matt


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
My site does, but, I will just post them here since I have easy access to my entire list:
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
JP = Jump Punch
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%
2. aa (HP HP), JK, fan, wave punch, 4 hits 50%
3. aa (HP HP), JK, fan, R, aa (HP HP), JK or Wave Punch 7 hits 56%
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%
2. In corner against Robots, Sheeva, Kano, and Kabal, HK, HK B+HK repeat (infinite)
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%
Basic Juggles:
1.(Credit to Rob Sigley) HP, HP, D+LP, D+HP, D+LK 24%, 33%, 35% (limited to character size midscreen but not in corners)
2. HP, HP, D+LP, D+HP, LK 28%, 37%, 39% (even more limited)
3. HP, HP, D+LP, D+HP, HK 29%, 39%, 40% (Jax and Unmasked Sub only)
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(HPHP), harpoon, HP, HP, HK, B+HK 9 hits 46%
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%
3. freeze, cross up jump kick, freeze, aa (HP HP), JK, slide 5 hits 33%
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%
2. freeze, cross up jump kick, freeze, aa (HP HP), JK, slide 5 hits 33%
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. throw into corner, freeze before opponent hits the ground, deep JK, freeze, RH, R+HK 3 hits 47%
3. throw into corner, freeze before opponent hits the ground, deep JK, freeze, jump over opponent, aa HP glitch cancel to freeze out of corner, jump over opponent again, aa (HP HP), JK, aa HP, Slide 7 hits 65%
4. throw into corner, freeze before opponent hits the ground, deep JK, freeze, jump over opponent, aa HP glitch cancel to freeze out of corner, jump over opponent again, aa (HP HP), JK, HK 6 hits 65%
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
Ground eruption from full screen, run inbetween the middle and closest eruption fireball so the last hit knocks them back infront of Shang Tsung, and repeat the eruption like this, it is possible to set it up once you get to the corner to send them the other direction however it is an extremely difficult juggle, only real set up would be on a turtle in the corner throwing air projectiles, but that's not going to happen against Shang Tsung.
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, LK, LK, HK, LK 5 hits 25%, 35%, 37%
4. 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%
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
Matt
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
JP = Jump Punch
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%
2. aa (HP HP), JK, fan, wave punch, 4 hits 50%
3. aa (HP HP), JK, fan, R, aa (HP HP), JK or Wave Punch 7 hits 56%
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%
2. In corner against Robots, Sheeva, Kano, and Kabal, HK, HK B+HK repeat (infinite)
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%
Basic Juggles:
1.(Credit to Rob Sigley) HP, HP, D+LP, D+HP, D+LK 24%, 33%, 35% (limited to character size midscreen but not in corners)
2. HP, HP, D+LP, D+HP, LK 28%, 37%, 39% (even more limited)
3. HP, HP, D+LP, D+HP, HK 29%, 39%, 40% (Jax and Unmasked Sub only)
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(HPHP), harpoon, HP, HP, HK, B+HK 9 hits 46%
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%
3. freeze, cross up jump kick, freeze, aa (HP HP), JK, slide 5 hits 33%
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%
2. freeze, cross up jump kick, freeze, aa (HP HP), JK, slide 5 hits 33%
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. throw into corner, freeze before opponent hits the ground, deep JK, freeze, RH, R+HK 3 hits 47%
3. throw into corner, freeze before opponent hits the ground, deep JK, freeze, jump over opponent, aa HP glitch cancel to freeze out of corner, jump over opponent again, aa (HP HP), JK, aa HP, Slide 7 hits 65%
4. throw into corner, freeze before opponent hits the ground, deep JK, freeze, jump over opponent, aa HP glitch cancel to freeze out of corner, jump over opponent again, aa (HP HP), JK, HK 6 hits 65%
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
Ground eruption from full screen, run inbetween the middle and closest eruption fireball so the last hit knocks them back infront of Shang Tsung, and repeat the eruption like this, it is possible to set it up once you get to the corner to send them the other direction however it is an extremely difficult juggle, only real set up would be on a turtle in the corner throwing air projectiles, but that's not going to happen against Shang Tsung.
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, LK, LK, HK, LK 5 hits 25%, 35%, 37%
4. 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%
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
Matt
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^^^ PWN4G3!!!


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.
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Just about everything is doable in MKT, the only things not doable are things that were specifically change, like Kung Lao's spin.
Matt
Matt


About Me
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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I never really paid attention to damage percentages, so this list has been very enlightening! It's interesting how you can do essentially the same two combos with RoboSmoke, but if the first jumpkick is Anti-Air the damage will go WAY up (does that have to be a straight-up JK or just any JK?). And there's a few obscure autocombos I didn't even know about. Thanks for educatin'!
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