Special moves added to the UMK3 characters in MK:Trilogy...worthwhile additions or pointless?
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posted07/20/2005 02:57 PM (UTC)by
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krsx66
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04/13/2004 02:29 PM (UTC)
Something I've always wondered, and pretty much what the title implies - did the special moves that were added to some of the UMK3 cast for their appearance in MKT improve them in a significant way? Or were the added moves pretty pointless overall?

For reminders here are the special moves that were added:

Kung Lao - Double teleport

Liu Kang - Red Bike Kick

Nightwolf - Red Shoulder Charge

Scorpion - Forward Teleport

Sektor - Double Missle

Sindel - Double Fireball

Stryker - Double Grenade

N64 Classic Subby - Ice Clone, and the 3 ice showers

(and I'm not sure if Kano's Psycho Ball was changed...)

So did any of these really help out the characters? Or were they all useless?

And why were they added at all? I guess to improve some of the lower tiered characters, but some of the characters that got additional moves were pretty good in UMK3 anyways...

---

Oh yeah, one final question - what were those 'Red' moves all about?
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dreemernj
07/18/2005 04:36 AM (UTC)
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I think pointless to an extent.

I have seen good use of the KL double teleport and Stryker's double grenades can fit into his combo. I believe the Kano crazy cannonball that flies around the screen was new to trilogy. The upward ball was added in UMK3. Sindel's double fireballs were pretty useless. Scorpion's forward teleport was a good add-on since he was worthless in UMK3 with Human Smoke there.
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BustaUppa
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07/18/2005 03:53 PM (UTC)
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I think Scorpion's teleport was the best of the bunch. Very intuitive they way they put it in there (down,BACK+HP for a back teleport and down,FORWARD+HP for a front teleport... simple!), and it was actually useful. Great for getting close to your opponent and catching him off-guard. And combined with the back teleport it gives Scorpion outstanding maneuverability in the air. Plus you could combo off a regular jumpkick, which was nice.

Sektor and Sindel's double fireballs were ok, but they didn't really affect the characters' strategies at all. Stryker's double bombs were pretty devastating though, especially since he had the high and low versions... the only problem was they were easy to do by accident (at which point you are stuck in the super-long recovery frames).

I'm not sure about the red moves... were they more damaging? Or did they just have a longer range? I figure with nightwolf's charge you would want to be semi-close to begin with. And I would think that a longer bicycle kick would just be easier to counter.

Kano's crazy ball was good but I almost feel guilty using it; it feels kinda cheap.

I'd imagine Kung Lao's double teleport requires considerable skill to use effectively.
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jtaylo
07/18/2005 04:58 PM (UTC)
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I think the red moves where probably capitalizing on the fact that people got a huge boner everytime they saw johnny cages red shadow kick in mk2. oh my gosh! did u see it? it was red! not green, but red! I can't believe it! should have left it grey, less cartoony.
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krsx66
07/20/2005 03:03 AM (UTC)
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dreemernj Wrote:
I think pointless to an extent.

I have seen good use of the KL double teleport and Stryker's double grenades can fit into his combo. I believe the Kano crazy cannonball that flies around the screen was new to trilogy. The upward ball was added in UMK3. Sindel's double fireballs were pretty useless. Scorpion's forward teleport was a good add-on since he was worthless in UMK3 with Human Smoke there.


Good use of Lao's double teleport? Cool, I wouldn't have guessed, and like BU said, I bet it takes some serious skill to pull off effectively...

And yeah, I thought something to do w/ Kano's crazy cannonball was altered between UMK and MKt, but I couldn't remember what.

Also, it's unfortunate Scorpion didn't have the Forward Teleport in UMK3sad Since H Smoke is so much deadlier, it woulda been cool just to improve him that little bit more, and give him something no one else had (other than that weird Hp, Hp, up + Lp combo tongue)

BustaUppa Wrote:
I think Scorpion's teleport was the best of the bunch. Very intuitive they way they put it in there (down,BACK+HP for a back teleport and down,FORWARD+HP for a front teleport... simple!), and it was actually useful. Great for getting close to your opponent and catching him off-guard. And combined with the back teleport it gives Scorpion outstanding maneuverability in the air. Plus you could combo off a regular jumpkick, which was nice.

Sektor and Sindel's double fireballs were ok, but they didn't really affect the characters' strategies at all. Stryker's double bombs were pretty devastating though, especially since he had the high and low versions... the only problem was they were easy to do by accident (at which point you are stuck in the super-long recovery frames).

I'm not sure about the red moves... were they more damaging? Or did they just have a longer range? I figure with nightwolf's charge you would want to be semi-close to begin with. And I would think that a longer bicycle kick would just be easier to counter.

Kano's crazy ball was good but I almost feel guilty using it; it feels kinda cheap.

I'd imagine Kung Lao's double teleport requires considerable skill to use effectively.


I agree with your points about Scorp's teleport, I think it also would've given him some extra useful mannouverability around the arena - avoidance strategy. Maybe the DT's will add it to their Mugen game...

Unlike you guys, I actualy thought Sektor's double missle was pretty useful (unless your opponent could teleport) because of the speed in which they fired. Very useful imo to pin down a less experienced opponent, and take off some nice damage - especialy after a tele-uppercut of pop up combo. Sindel's were pretty lame though, and like you said BU - Stryker's made him an even more solid choice of character.

And about the red moves, I looked up a bit on it. Turns out they increased the range of the move I think, but did a little less damage. Any more legit info on the strange red moves would be welcome!
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Bloodline666
07/20/2005 05:46 AM (UTC)
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I'd say Sindel's Double Fireball and Sektor's Double Missile were quite effective if used in a juggle combo, as opposed to their single fireball counterparts.
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BustaUppa
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07/20/2005 02:50 PM (UTC)
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Hm well I guess it comes down to combo damage. After Sindel's launcher, you can walk in with an HP... after that I usually do a quick jump kick followed by her air fireball. Can the double fireball be comboed off the walk-in HP? I forget if it has long startup time or anything. It would be interesting to compare damage and see which combo is more worthwhile.

Usually I just do the combo where I finish with the air fireball. Afterwards, if I'm playing MKT, I'll keep the pressure on with the double fireball so they usually either duck or take chip damage.
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Subzero2
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07/20/2005 02:57 PM (UTC)
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I think that there were many great changes. Not just for the added UMK3 characters in MK Trilogy. For starters A noticible change from MK3 to UMK3 is the ability to start a combo from the air with a flying punch which made UMK3 20% better by itself imo. Now for MK2 to MK Trilogy They added some new moves which I use when I am playing with that character. For example; Raidens backward electric projectile was very nifty, Baraka's twirling blade was a very strong add to his move, MK2 Jax's Throw was changed so that you could slam the opponent 4 times, and Kung Lao had a new torpedo move that made him a better character to fight with.

The special moves added from UMK3 characters in MK Trilogy were just as helpful. Scorpion's forward teleport punch which was easier to execute than his backward, Sektor's Double missle delivered twice as much damage than his one missle, Stryker's Double bomb was almost always a sure 2 hit combo for 30% damage, and Nightwolf's red arrow and charge made it easier to get that extra hit in before the opponent recovered.

There are other things added to MKT that were worthwhile additions but I can't name them all. So to answer the topic question "worthwhile additions or pointless?" I will defenitely say that they were worthwhile.
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