The COMBO Thread!!! Ask any Combo Qs you have!
0
posted11/25/2006 10:21 AM (UTC)by

-EDIT- I changed the topic up a bit cus I liked kungbroken's response, so now please post your favorite combo's and combo'ers, as this thread can be useful for us MK'ers that aren't amazing, but have a certain amount of skill and want to improve.
Performing combos has really been the the core component to winning a Mortal Kombat match since the release of MK3 (and to a lesser extent MK2 and 1)
But out of all the games from MK1-6, which character(s) have been your favorite to combo with? Could be most fun, innovative, effective, damaging - the criteria isn't important, just the character(s), the game where u liked them the best and why...
My faves:
Human Smoke (UMK3/MKT) - So much fun, and gets u innovating new and more difficult combos. Quick, devastating and just plain awesome...
Kabal (MK3) - I would add him for umk3 and T, but I don't like the toned down version as much (even though he's still great). Another with a few variations for launchers and has such cool moves that you practicaly invent combo's by accident, w/out thinkin! Still tryin to incorporate the ground saw into an effective combo though...
Robo Smoke (MK3/umk3/mkt) - Fast, strong and deadly. His teleport uppercut and air throw add much to his combo abilities. One of my fave all time characters.
Kenshi (MKDA/MKD) - His combination of great sword moves and telekinetic powers make him fun to invent combo's with. The telekinteic slam opens up so many opportunities, and his Tele-fury adds a good few hits on the end. Kenshi's just a lot of fun to use... (Ermac from mkd could be another addition to my list, but i havent learnt many launchers from his fighting styles yet
)
Liu Kang (MKD) - Imo best of a bad bunch. I like the pop-ups in his pao chui style and linking into his nunchucks is always fun. He is quick, and has a few (unlisted) devastating combos. That's why he is my fave in Deception...
So who are your fave combo'ers???
Here are a few of my fave combo's and others that I have questions about ( I put a * by the combo's I have questions about, and those Q's are at the end of the post)
My list is by no means advanced, but some are ok, and I think they are fun and take off resonable damage, so here they are:
H. Smoke (umk3/mkt)
Jump Punch, HP, HP, HK, back HK = 5 HITS / 33% (not terribly difficult or damaging, but I like it cus it's very quick)
Tele-punch, Spear, LK, LP, Standing HP, Spear, LK, LP, Jump Punch = 8 HITS / 37%
I need some difficult H smoke combos
-------------------------------------------------------------
Cybernetic Smoke (umk3/mkt)
Tele-uppercut, Spear, HP, HP, LK, HK, LP = 7 HITS / 40%
Jump Kick - then same as above = 8 HITS / 34% *
Jump Punch, HP, HP, LK, HK, LP = 6 HITS / 38%
Jump Kick, Tele-uppercut, Jump Kick, Air throw = 3 HITS / 28% ** --------------------------------------------------------------
Kabal (MK3)
Corner combo:
Spin dash, LK, LK, HP, HP, down HP, Jump Kick, Fireball, Roundhouse = 9 HITS / 48%
---------------------------------------------------------------
Sub Zero (mk3/MKT)
Standing Jump Kick, HP, HP, LP, LK, HK, back HK = 7 HITS / 34%
HP, HP, LP, LK, HK, back HK = 6 HITS / 23% ***
HP, HP, LK, HK, back HK = 5 HITS / 26% *** ----------------------------------------------------------------
Sektor (mkt)
Homing missle, tele-uppercut, double missle = 4HITS / 45% _________________________________________________
* Why when u add a Jump Kick to that combo, does it do less damage than w/out the JK?
** Why do Air Throws not count in the HIT counter, but register in terms of damage?
*** Why if you add the LP into that combo does it do LESS damage than if you leave it out?
Thanks for any help, and please post your favorite combos
Performing combos has really been the the core component to winning a Mortal Kombat match since the release of MK3 (and to a lesser extent MK2 and 1)
But out of all the games from MK1-6, which character(s) have been your favorite to combo with? Could be most fun, innovative, effective, damaging - the criteria isn't important, just the character(s), the game where u liked them the best and why...
My faves:
Human Smoke (UMK3/MKT) - So much fun, and gets u innovating new and more difficult combos. Quick, devastating and just plain awesome...
Kabal (MK3) - I would add him for umk3 and T, but I don't like the toned down version as much (even though he's still great). Another with a few variations for launchers and has such cool moves that you practicaly invent combo's by accident, w/out thinkin! Still tryin to incorporate the ground saw into an effective combo though...
Robo Smoke (MK3/umk3/mkt) - Fast, strong and deadly. His teleport uppercut and air throw add much to his combo abilities. One of my fave all time characters.
Kenshi (MKDA/MKD) - His combination of great sword moves and telekinetic powers make him fun to invent combo's with. The telekinteic slam opens up so many opportunities, and his Tele-fury adds a good few hits on the end. Kenshi's just a lot of fun to use... (Ermac from mkd could be another addition to my list, but i havent learnt many launchers from his fighting styles yet
Liu Kang (MKD) - Imo best of a bad bunch. I like the pop-ups in his pao chui style and linking into his nunchucks is always fun. He is quick, and has a few (unlisted) devastating combos. That's why he is my fave in Deception...
So who are your fave combo'ers???
Here are a few of my fave combo's and others that I have questions about ( I put a * by the combo's I have questions about, and those Q's are at the end of the post)
My list is by no means advanced, but some are ok, and I think they are fun and take off resonable damage, so here they are:
H. Smoke (umk3/mkt)
Jump Punch, HP, HP, HK, back HK = 5 HITS / 33% (not terribly difficult or damaging, but I like it cus it's very quick)
Tele-punch, Spear, LK, LP, Standing HP, Spear, LK, LP, Jump Punch = 8 HITS / 37%
I need some difficult H smoke combos
Cybernetic Smoke (umk3/mkt)
Tele-uppercut, Spear, HP, HP, LK, HK, LP = 7 HITS / 40%
Jump Kick - then same as above = 8 HITS / 34% *
Jump Punch, HP, HP, LK, HK, LP = 6 HITS / 38%
Jump Kick, Tele-uppercut, Jump Kick, Air throw = 3 HITS / 28% ** --------------------------------------------------------------
Kabal (MK3)
Corner combo:
Spin dash, LK, LK, HP, HP, down HP, Jump Kick, Fireball, Roundhouse = 9 HITS / 48%
---------------------------------------------------------------
Sub Zero (mk3/MKT)
Standing Jump Kick, HP, HP, LP, LK, HK, back HK = 7 HITS / 34%
HP, HP, LP, LK, HK, back HK = 6 HITS / 23% ***
HP, HP, LK, HK, back HK = 5 HITS / 26% *** ----------------------------------------------------------------
Sektor (mkt)
Homing missle, tele-uppercut, double missle = 4HITS / 45% _________________________________________________
* Why when u add a Jump Kick to that combo, does it do less damage than w/out the JK?
** Why do Air Throws not count in the HIT counter, but register in terms of damage?
*** Why if you add the LP into that combo does it do LESS damage than if you leave it out?
Thanks for any help, and please post your favorite combos


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
I have a ton of combos I like doing, but a lot of them are not reasonable for playing against a person, however they are theoretically possible to set up, so if anyone is interested:
My favorite combo character is Ermac in UMK3 and MKT. Especially his wide variety of 100% corner combos, and easy 75% mid screen combos. It is possible to score 92% midscreen on Jax, the male ninjas, and Stryker I believe but it's pretty hard to set up. You have to roundhouse them so they are pretty much overlapping Ermac, it's possible to get this Smoke and Scorpion after a blocked teleport punch, or Stryker after blocking the baton dash by taking a running step in and roundhousing at the lowest possible point, and catch the lift before they touch the ground ( still very difficult), then HP, HP, JK, lift, HP, HP, (run cancel) walk in, HP, JK. 92% and anyone who sees it will probably piss their pants. Also remember that people generally do not duck and block after taking a roundhouse so the lift, which is then unexpected, will get them usually at least once, and if you save it for later matches they might forget so try it again, other wise, it's safer to do an anti air HP, then lift, HP, HP blah blah combo, like 75%.
Kabal in the corner, spin, jump punch, 5 hit pop up, 3X jump kick air fireball, (70%), or anti air spin on a stupid jump in near the corner, run back, and perhaps jump to position the spinning character a bit closer to the wall, stand just under them so they drop on a HP, HP, the 3X JK air fireball for over 100%. If any one wants to try against people remember that characters with air attacks can escape the dropping frames on Kabal's spin.
Human Smoke: jump punch, HK, LP, JK, harpoon, HK, D+LP, D+HP, run step, HP (run cancel) JK, air throw (62%) or in the corner, JP, HK, LP, roundhouse, harpoon, HK, D+LP, D+HP, JK, RH, run in HK (68%)
Reptile has some great fun juggles, after his pop up combo (3 hits only) do his fast forceball, then as they float over, HP, HP, and as soon as the second HP hits, cancel with his running move, and the frame he turns around start hitting HP HP again and cancel again with the run move, you can get a lot of juggles with this totalling up to 60% if you end with an uppercut, or even a ducking LP then uppercut.
Some simpler combos:
Jade 4 hit staff combo, add a ducking LK (unblockable courtesy of Ron Sigley) but I now add a standing LK, depending on the opponent because the Robots, Sheeva, Jax, and Subzero off the top of my head all can be hit by a standing LK and that does 37% with a jump punch as well, a lot of people do a sweep, but that is always blockable. Some characters can't be hit by any of the three moves. 33% with a jump punch and a ducking LK
Favorite Nightwolf combo: jump punch, HK, HP, HP, LP, D-F HP, axe, run in HP, axe, shoulder tackle, this works on a few characters with relative ease, on most characters you can do, axe, axe, HP, shoulder tackle, for safe definite damage, and on the male ninjas you can get easily 3 axes then a tackle, or stick in HP tackle.
Sub-zero has some fun combos. Easiest on Jax for some reason: freeze in the air, HP, freeze, then HP freeze again, but in order for the freeze to work, you have to cancel the HP on the frame in connects, then do , HP, HP, jump kick at the highest possible point, and slide, for 50%. Sub-zero can also do the ducking LK on characters in the corner off his 6 hit autocombo (with jump punch to ensure the full damage off the 6 hit combo) 8 hits 34%.
Robot Smoke in the corner: JP, HK, HK, LP, harpoon before they hit the ground, 5 hit combo, ducking LK 11 hits 45% on anyone, and on some characters you can stick in a standing HK and it's about 50%.
Jax can do a similar tactic to all the same characters as Jade, and it's an easy 47% or 48%, he can get a lot of people with a standing LK after his autocombo if you leave off the B+HP. This is a good tactic because it leaves them a little closer to you, and Jax's run bar goes up enough by the time they hit the ground to run in and keep the pressure on, throwing out sweeps to get them to jump over you, suckering them into backbreakers. So it goes, jump punch, HK, HK, D+HP, HP, BL, LP, pause, LK, he can even get some characters with HK, and both will hit before the character touches the ground. If you're really fast you can even get Jax and Sub-zero with a gotcha grab as well, totalling over 60%, but it's very very difficult and the timing has to be to the frame.
Kung Lao has the dash canceling infinites which are very fun, Stryker's cross screen gun, baton dash miss, HP HP gun one as well, into his corner inf, jump kick, HPor LP, gun repeat.
There's a lot of other ones, but I think that's good for now.
Matt
My favorite combo character is Ermac in UMK3 and MKT. Especially his wide variety of 100% corner combos, and easy 75% mid screen combos. It is possible to score 92% midscreen on Jax, the male ninjas, and Stryker I believe but it's pretty hard to set up. You have to roundhouse them so they are pretty much overlapping Ermac, it's possible to get this Smoke and Scorpion after a blocked teleport punch, or Stryker after blocking the baton dash by taking a running step in and roundhousing at the lowest possible point, and catch the lift before they touch the ground ( still very difficult), then HP, HP, JK, lift, HP, HP, (run cancel) walk in, HP, JK. 92% and anyone who sees it will probably piss their pants. Also remember that people generally do not duck and block after taking a roundhouse so the lift, which is then unexpected, will get them usually at least once, and if you save it for later matches they might forget so try it again, other wise, it's safer to do an anti air HP, then lift, HP, HP blah blah combo, like 75%.
Kabal in the corner, spin, jump punch, 5 hit pop up, 3X jump kick air fireball, (70%), or anti air spin on a stupid jump in near the corner, run back, and perhaps jump to position the spinning character a bit closer to the wall, stand just under them so they drop on a HP, HP, the 3X JK air fireball for over 100%. If any one wants to try against people remember that characters with air attacks can escape the dropping frames on Kabal's spin.
Human Smoke: jump punch, HK, LP, JK, harpoon, HK, D+LP, D+HP, run step, HP (run cancel) JK, air throw (62%) or in the corner, JP, HK, LP, roundhouse, harpoon, HK, D+LP, D+HP, JK, RH, run in HK (68%)
Reptile has some great fun juggles, after his pop up combo (3 hits only) do his fast forceball, then as they float over, HP, HP, and as soon as the second HP hits, cancel with his running move, and the frame he turns around start hitting HP HP again and cancel again with the run move, you can get a lot of juggles with this totalling up to 60% if you end with an uppercut, or even a ducking LP then uppercut.
Some simpler combos:
Jade 4 hit staff combo, add a ducking LK (unblockable courtesy of Ron Sigley) but I now add a standing LK, depending on the opponent because the Robots, Sheeva, Jax, and Subzero off the top of my head all can be hit by a standing LK and that does 37% with a jump punch as well, a lot of people do a sweep, but that is always blockable. Some characters can't be hit by any of the three moves. 33% with a jump punch and a ducking LK
Favorite Nightwolf combo: jump punch, HK, HP, HP, LP, D-F HP, axe, run in HP, axe, shoulder tackle, this works on a few characters with relative ease, on most characters you can do, axe, axe, HP, shoulder tackle, for safe definite damage, and on the male ninjas you can get easily 3 axes then a tackle, or stick in HP tackle.
Sub-zero has some fun combos. Easiest on Jax for some reason: freeze in the air, HP, freeze, then HP freeze again, but in order for the freeze to work, you have to cancel the HP on the frame in connects, then do , HP, HP, jump kick at the highest possible point, and slide, for 50%. Sub-zero can also do the ducking LK on characters in the corner off his 6 hit autocombo (with jump punch to ensure the full damage off the 6 hit combo) 8 hits 34%.
Robot Smoke in the corner: JP, HK, HK, LP, harpoon before they hit the ground, 5 hit combo, ducking LK 11 hits 45% on anyone, and on some characters you can stick in a standing HK and it's about 50%.
Jax can do a similar tactic to all the same characters as Jade, and it's an easy 47% or 48%, he can get a lot of people with a standing LK after his autocombo if you leave off the B+HP. This is a good tactic because it leaves them a little closer to you, and Jax's run bar goes up enough by the time they hit the ground to run in and keep the pressure on, throwing out sweeps to get them to jump over you, suckering them into backbreakers. So it goes, jump punch, HK, HK, D+HP, HP, BL, LP, pause, LK, he can even get some characters with HK, and both will hit before the character touches the ground. If you're really fast you can even get Jax and Sub-zero with a gotcha grab as well, totalling over 60%, but it's very very difficult and the timing has to be to the frame.
Kung Lao has the dash canceling infinites which are very fun, Stryker's cross screen gun, baton dash miss, HP HP gun one as well, into his corner inf, jump kick, HPor LP, gun repeat.
There's a lot of other ones, but I think that's good for now.
Matt

0
Nice man, those are so cool...I'll give em a few of em a try
If you (or anyone) has more great combo's like that please post em!
If you (or anyone) has more great combo's like that please post em!


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
"* Why when u add a Jump Kick to that combo, does it do less damage than w/out the JK?"
To sum it up in one sentence, "A jump kick on a standing opponent causes damage protection." but far be it from me to give a one sentence answer, I'm going to go for it and explain damage protection in depth and give examples.
The jump kick itself does 15.5%, and you add that damage to half of what the combo would do without the jump kick because damage protection = half normal damage. For example:
Scorpion, jump kick, harpoon, HP, HP, HK, B+HK 29.5% the same combo without the jump kick is 5 hits 28%. You would think the combo would do 44%, but since the actual combo itself does about 14%, the end result is 14+15.5 and you get 29.5%.
If you hit a jump kick out of the air into a combo, it changes everything. Since they are in the air, it doesn't activate damage protection, and the combos is 6 hits 44%.
Robot Smoke's combos suffer greatly which is a good balancing method.
9 hits 37%: Jump kick grounded opponent, teleport uppercut, anti air (aa) HP, harpoon, 5 hit combo.
Do this same exact combo but knock them out of the air with a jump kick and it's 9 hits 63%.
"** Why do Air Throws not count in the HIT counter, but register in terms of damage?"
I have never figured out exactly why, but I assume it's because it's a throw and that's that. The air throws are effect by damage protection though so I really don't quite understand how Scorpion's, Smoke's, H. Smoke's, Jax's, and Kano's air throws don't show up as a hit nor are they included in the damage. The reason why I think they made Cyrax's count as a move/hit and add percent is because it's an actual special move requiring more than one button.
"*** Why if you add the LP into that combo does it do LESS damage than if you leave it out?"
Another great mystery, but I assume the LP activates double damage protection (another example is Liu Kang's pop up combo) and the last 3 hits do half the damage of normal, plus the little bit of extra damage the LP does, making the combo do less. Very strange. If you add a starter to it, the 6 hit combo will result in more than the 5 hit.
A neat Human Smoke combo to try:
aa(RH), teleport punch, run in, HP, HP, harpoon, HK, D+LP, D+HP, run step, aaHP, JK, air throw. 11 hits 62% (counting the air throw) and try it on Jax to start and see who else you can get it on. It's practically routine for me but a lot of people would be like "Holy shit" when they see it for the first time.
Matt
To sum it up in one sentence, "A jump kick on a standing opponent causes damage protection." but far be it from me to give a one sentence answer, I'm going to go for it and explain damage protection in depth and give examples.
The jump kick itself does 15.5%, and you add that damage to half of what the combo would do without the jump kick because damage protection = half normal damage. For example:
Scorpion, jump kick, harpoon, HP, HP, HK, B+HK 29.5% the same combo without the jump kick is 5 hits 28%. You would think the combo would do 44%, but since the actual combo itself does about 14%, the end result is 14+15.5 and you get 29.5%.
If you hit a jump kick out of the air into a combo, it changes everything. Since they are in the air, it doesn't activate damage protection, and the combos is 6 hits 44%.
Robot Smoke's combos suffer greatly which is a good balancing method.
9 hits 37%: Jump kick grounded opponent, teleport uppercut, anti air (aa) HP, harpoon, 5 hit combo.
Do this same exact combo but knock them out of the air with a jump kick and it's 9 hits 63%.
"** Why do Air Throws not count in the HIT counter, but register in terms of damage?"
I have never figured out exactly why, but I assume it's because it's a throw and that's that. The air throws are effect by damage protection though so I really don't quite understand how Scorpion's, Smoke's, H. Smoke's, Jax's, and Kano's air throws don't show up as a hit nor are they included in the damage. The reason why I think they made Cyrax's count as a move/hit and add percent is because it's an actual special move requiring more than one button.
"*** Why if you add the LP into that combo does it do LESS damage than if you leave it out?"
Another great mystery, but I assume the LP activates double damage protection (another example is Liu Kang's pop up combo) and the last 3 hits do half the damage of normal, plus the little bit of extra damage the LP does, making the combo do less. Very strange. If you add a starter to it, the 6 hit combo will result in more than the 5 hit.
A neat Human Smoke combo to try:
aa(RH), teleport punch, run in, HP, HP, harpoon, HK, D+LP, D+HP, run step, aaHP, JK, air throw. 11 hits 62% (counting the air throw) and try it on Jax to start and see who else you can get it on. It's practically routine for me but a lot of people would be like "Holy shit" when they see it for the first time.
Matt

0
MK2KungBroken Wrote:
"* Why when u add a Jump Kick to that combo, does it do less damage than w/out the JK?"
To sum it up in one sentence, "A jump kick on a standing opponent causes damage protection." but far be it from me to give a one sentence answer, I'm going to go for it and explain damage protection in depth and give examples.
The jump kick itself does 15.5%, and you add that damage to half of what the combo would do without the jump kick because damage protection = half normal damage. For example:
Scorpion, jump kick, harpoon, HP, HP, HK, B+HK 29.5% the same combo without the jump kick is 5 hits 28%. You would think the combo would do 44%, but since the actual combo itself does about 14%, the end result is 14+15.5 and you get 29.5%.
If you hit a jump kick out of the air into a combo, it changes everything. Since they are in the air, it doesn't activate damage protection, and the combos is 6 hits 44%.
Robot Smoke's combos suffer greatly which is a good balancing method.
9 hits 37%: Jump kick grounded opponent, teleport uppercut, anti air (aa) HP, harpoon, 5 hit combo.
Do this same exact combo but knock them out of the air with a jump kick and it's 9 hits 63%.
"** Why do Air Throws not count in the HIT counter, but register in terms of damage?"
I have never figured out exactly why, but I assume it's because it's a throw and that's that. The air throws are effect by damage protection though so I really don't quite understand how Scorpion's, Smoke's, H. Smoke's, Jax's, and Kano's air throws don't show up as a hit nor are they included in the damage. The reason why I think they made Cyrax's count as a move/hit and add percent is because it's an actual special move requiring more than one button.
"*** Why if you add the LP into that combo does it do LESS damage than if you leave it out?"
Another great mystery, but I assume the LP activates double damage protection (another example is Liu Kang's pop up combo) and the last 3 hits do half the damage of normal, plus the little bit of extra damage the LP does, making the combo do less. Very strange. If you add a starter to it, the 6 hit combo will result in more than the 5 hit.
A neat Human Smoke combo to try:
aa(RH), teleport punch, run in, HP, HP, harpoon, HK, D+LP, D+HP, run step, aaHP, JK, air throw. 11 hits 62% (counting the air throw) and try it on Jax to start and see who else you can get it on. It's practically routine for me but a lot of people would be like "Holy shit" when they see it for the first time.
Matt
"* Why when u add a Jump Kick to that combo, does it do less damage than w/out the JK?"
To sum it up in one sentence, "A jump kick on a standing opponent causes damage protection." but far be it from me to give a one sentence answer, I'm going to go for it and explain damage protection in depth and give examples.
The jump kick itself does 15.5%, and you add that damage to half of what the combo would do without the jump kick because damage protection = half normal damage. For example:
Scorpion, jump kick, harpoon, HP, HP, HK, B+HK 29.5% the same combo without the jump kick is 5 hits 28%. You would think the combo would do 44%, but since the actual combo itself does about 14%, the end result is 14+15.5 and you get 29.5%.
If you hit a jump kick out of the air into a combo, it changes everything. Since they are in the air, it doesn't activate damage protection, and the combos is 6 hits 44%.
Robot Smoke's combos suffer greatly which is a good balancing method.
9 hits 37%: Jump kick grounded opponent, teleport uppercut, anti air (aa) HP, harpoon, 5 hit combo.
Do this same exact combo but knock them out of the air with a jump kick and it's 9 hits 63%.
"** Why do Air Throws not count in the HIT counter, but register in terms of damage?"
I have never figured out exactly why, but I assume it's because it's a throw and that's that. The air throws are effect by damage protection though so I really don't quite understand how Scorpion's, Smoke's, H. Smoke's, Jax's, and Kano's air throws don't show up as a hit nor are they included in the damage. The reason why I think they made Cyrax's count as a move/hit and add percent is because it's an actual special move requiring more than one button.
"*** Why if you add the LP into that combo does it do LESS damage than if you leave it out?"
Another great mystery, but I assume the LP activates double damage protection (another example is Liu Kang's pop up combo) and the last 3 hits do half the damage of normal, plus the little bit of extra damage the LP does, making the combo do less. Very strange. If you add a starter to it, the 6 hit combo will result in more than the 5 hit.
A neat Human Smoke combo to try:
aa(RH), teleport punch, run in, HP, HP, harpoon, HK, D+LP, D+HP, run step, aaHP, JK, air throw. 11 hits 62% (counting the air throw) and try it on Jax to start and see who else you can get it on. It's practically routine for me but a lot of people would be like "Holy shit" when they see it for the first time.
Matt
Wow, thanx a lot man! Those were the exact answers I was lookin for. I've heard u guys talk about 'damage protection' before, but just recently it's been brought up quite a bit in this forum. It intriugues me, and I had no idea it existed in mk3/umk3/mkt before u guys mentioned it.
I think I'll check out BU's thread now, to see if I can learn even more about it!
Two more little Q's: Is damage protection included in MK4, DA or D?
2nd: When I was doing the Sektor : Homing missle, tele-uppercut, double missle = 4HITS / 45%, I tried adding a J/K in between the homing missle and teleuppercut. BUT I couldnt teleuppercut after the J/K! Now that can't be 'damage protection' cus 'DP' only limits the damage, and doesnt acutualy prevent moves, right?. So why was the tele-uppercut blocked after the J/K?


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
Yes Damage Protection is in all the MK games from MK3 - Deception.
Each game has slightly different properties here and there, but the damage altogether is a lot different, so are hit limits.
In order to get your Sektor combo, you have to do the teleport uppercut before the smart missile hits, because the teleport uppercut has a 1 hit limit like Sub-zero's freeze.
Here's an example:
Sektor Combo
Matt
Each game has slightly different properties here and there, but the damage altogether is a lot different, so are hit limits.
In order to get your Sektor combo, you have to do the teleport uppercut before the smart missile hits, because the teleport uppercut has a 1 hit limit like Sub-zero's freeze.
Here's an example:
Sektor Combo
Matt

0
MK2KungBroken Wrote:
Yes Damage Protection is in all the MK games from MK3 - Deception.
Each game has slightly different properties here and there, but the damage altogether is a lot different, so are hit limits.
In order to get your Sektor combo, you have to do the teleport uppercut before the smart missile hits, because the teleport uppercut has a 1 hit limit like Sub-zero's freeze.
Here's an example:
Sektor Combo
Matt
Yes Damage Protection is in all the MK games from MK3 - Deception.
Each game has slightly different properties here and there, but the damage altogether is a lot different, so are hit limits.
In order to get your Sektor combo, you have to do the teleport uppercut before the smart missile hits, because the teleport uppercut has a 1 hit limit like Sub-zero's freeze.
Here's an example:
Sektor Combo
Matt
Ah, see I had no idea about damage protection in MK3-D. Amazing that u and a select few others know all the intricicies of the games...
You say that the "teleport uppercut has a 1 hit limit like Sub-zero's freeze." I don't quite understand that, I mean what is the '1 hit limit'
Cus I can J/K then directly tele-uppercut with Cyber Smoke, but I guess the missle activates this '1 hit limit' - if you could explain it, that would be great!
KLSADAKO Wrote:
Hey nice kombo there, so simple yet so damaging
Hey nice kombo there, so simple yet so damaging
Yeah man, that is a great combo, Ima try it for umk3 and then definately for MKT (I gotta know what kinda damage the 'double missle' will add to that combo!)
-Also on another note MK2KB, I've been lookin for you, and other MKO members on MAME, but I can never find you - hell, I can't even find anyone that wants to play UMK3!
--I'll play some more MK3/UMK3 and MKT later, see if I can find any other questions
I love threads like these...
Anyway, I've been wondering about Stryker's launcher combo into gun, whiff baton toss, HP, HP, gun etc. combo, after the 2 HP's the gun just WON'T come out in UMK3 on MAME, now, am I that bad or is it a MKT only combo?
Thanks in advance.
Anyway, I've been wondering about Stryker's launcher combo into gun, whiff baton toss, HP, HP, gun etc. combo, after the 2 HP's the gun just WON'T come out in UMK3 on MAME, now, am I that bad or is it a MKT only combo?
Thanks in advance.


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
The deal with the hit limit on the teleport uppercut is you are allowed to do one move before it, and that is all. You can send out the homing missile but you have to make sure that the teleport uppercut is performed before the missile hits, the missile can also hit the character before the teleport uppercut hits, as long as the teleport uppercut is started.
As for the Riot gun infinite, you're not alone, there is a time limit inbetween riot guns, and getting two or three hits between is perfect timing range to enable another each time. Even though it looks easy, it is not a matter of mashing it out, it's very precise, not to the level of Reptile's dash canceling HP juggles, but more so than Kung Lao's corner infinite.
What you should do is, HK, HP, HP, LP, then instead of firing out a quick B-F HP, labor the movements so Stryker takes a full step forward and gets them really high in the air with the gun and is close to them as possible when he lands after the missed baton, after that, hit "HP HP HP, B-F HP" carefully and precisely without hesitation even if only 2 punches hit, as this will ensure that the time duration has been satisfied to enable another gun. I average about 65% with Stryker anytime I get someone with his pop up combo, sometimes as much as 83%, or if the positioning is right, I'll go into his corner infinite. Try the cross screen on Jax, Sub-zero, the Ninjas, Stryker, Kabal, Kano, the Robots since those are the easiest, and remember the full step after the launcher, it helps significantly and allows you to perform this combo on characters with unique collision boxes like Liu Kang and Shang Tsung. If you do the pop up on Shang and whip the gun out instantly, it will miss, but if you hit B-F....and hold foward just for a brief second then hit HP, he will get him, however, getting the HP HP afterwards is difficult even still, but it is unlikely you will ever play against any Shang Tsungs.
Matt
As for the Riot gun infinite, you're not alone, there is a time limit inbetween riot guns, and getting two or three hits between is perfect timing range to enable another each time. Even though it looks easy, it is not a matter of mashing it out, it's very precise, not to the level of Reptile's dash canceling HP juggles, but more so than Kung Lao's corner infinite.
What you should do is, HK, HP, HP, LP, then instead of firing out a quick B-F HP, labor the movements so Stryker takes a full step forward and gets them really high in the air with the gun and is close to them as possible when he lands after the missed baton, after that, hit "HP HP HP, B-F HP" carefully and precisely without hesitation even if only 2 punches hit, as this will ensure that the time duration has been satisfied to enable another gun. I average about 65% with Stryker anytime I get someone with his pop up combo, sometimes as much as 83%, or if the positioning is right, I'll go into his corner infinite. Try the cross screen on Jax, Sub-zero, the Ninjas, Stryker, Kabal, Kano, the Robots since those are the easiest, and remember the full step after the launcher, it helps significantly and allows you to perform this combo on characters with unique collision boxes like Liu Kang and Shang Tsung. If you do the pop up on Shang and whip the gun out instantly, it will miss, but if you hit B-F....and hold foward just for a brief second then hit HP, he will get him, however, getting the HP HP afterwards is difficult even still, but it is unlikely you will ever play against any Shang Tsungs.
Matt

0
MK2KungBroken Wrote:
The deal with the hit limit on the teleport uppercut is you are allowed to do one move before it, and that is all. You can send out the homing missile but you have to make sure that the teleport uppercut is performed before the missile hits, the missile can also hit the character before the teleport uppercut hits, as long as the teleport uppercut is started.
As for the Riot gun infinite, you're not alone, there is a time limit inbetween riot guns, and getting two or three hits between is perfect timing range to enable another each time. Even though it looks easy, it is not a matter of mashing it out, it's very precise, not to the level of Reptile's dash canceling HP juggles, but more so than Kung Lao's corner infinite.
What you should do is, HK, HP, HP, LP, then instead of firing out a quick B-F HP, labor the movements so Stryker takes a full step forward and gets them really high in the air with the gun and is close to them as possible when he lands after the missed baton, after that, hit "HP HP HP, B-F HP" carefully and precisely without hesitation even if only 2 punches hit, as this will ensure that the time duration has been satisfied to enable another gun. I average about 65% with Stryker anytime I get someone with his pop up combo, sometimes as much as 83%, or if the positioning is right, I'll go into his corner infinite. Try the cross screen on Jax, Sub-zero, the Ninjas, Stryker, Kabal, Kano, the Robots since those are the easiest, and remember the full step after the launcher, it helps significantly and allows you to perform this combo on characters with unique collision boxes like Liu Kang and Shang Tsung. If you do the pop up on Shang and whip the gun out instantly, it will miss, but if you hit B-F....and hold foward just for a brief second then hit HP, he will get him, however, getting the HP HP afterwards is difficult even still, but it is unlikely you will ever play against any Shang Tsungs.
Matt
The deal with the hit limit on the teleport uppercut is you are allowed to do one move before it, and that is all. You can send out the homing missile but you have to make sure that the teleport uppercut is performed before the missile hits, the missile can also hit the character before the teleport uppercut hits, as long as the teleport uppercut is started.
As for the Riot gun infinite, you're not alone, there is a time limit inbetween riot guns, and getting two or three hits between is perfect timing range to enable another each time. Even though it looks easy, it is not a matter of mashing it out, it's very precise, not to the level of Reptile's dash canceling HP juggles, but more so than Kung Lao's corner infinite.
What you should do is, HK, HP, HP, LP, then instead of firing out a quick B-F HP, labor the movements so Stryker takes a full step forward and gets them really high in the air with the gun and is close to them as possible when he lands after the missed baton, after that, hit "HP HP HP, B-F HP" carefully and precisely without hesitation even if only 2 punches hit, as this will ensure that the time duration has been satisfied to enable another gun. I average about 65% with Stryker anytime I get someone with his pop up combo, sometimes as much as 83%, or if the positioning is right, I'll go into his corner infinite. Try the cross screen on Jax, Sub-zero, the Ninjas, Stryker, Kabal, Kano, the Robots since those are the easiest, and remember the full step after the launcher, it helps significantly and allows you to perform this combo on characters with unique collision boxes like Liu Kang and Shang Tsung. If you do the pop up on Shang and whip the gun out instantly, it will miss, but if you hit B-F....and hold foward just for a brief second then hit HP, he will get him, however, getting the HP HP afterwards is difficult even still, but it is unlikely you will ever play against any Shang Tsungs.
Matt
Cool, thanks for explaining the 1 hit limit.
It was also interesting to read about the Stryker combo, good question CorreZz.
I didn't get a chance to play any MK today, so in the near future I'll be playin and I'll see if I find anymore combo Q's...


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
I just figured out how to use my new anti air roundhouse to lift in gameplay, it's still hard as hell to get and in this specific instance (due to combo difficulty level) both lifts are blockable as of the frame they disrupt Smoke's path, however it is possible to get both lifts in this combo as unblockable with super crucial timing, practicing I got him completely in the air on both, but messed up the finish, anyway, here it is:
Maximum Damage Midscreen Ermac
Matt
Maximum Damage Midscreen Ermac
Matt
Wow, that's nice man... unfortunatly my Ermac is whack as hell, I never get to play him, since the setting get's reset when you play through Kaillera, and hardly anybody has the patience to unlock him or any other character for that matter.

0
CorrezZ Wrote:
Wow, that's nice man... unfortunately my Ermac is whack as hell.
Wow, that's nice man... unfortunately my Ermac is whack as hell.
Yeah, me too
And that was an insane combo. But what were you originaly intending to do after the second slam?
Also, a question, but not quite like my other's:
I have two MKT strategy guides, and in them they list several combos for all the fighters. Yet ever since I've seen some of you advanced UMK3 guys, I never understood why the guides have no combos (except 2 cheese infinites w/ noob and rain and 1 kinda cool infinite w/ classic sub zero) that pass the 50% damage mark? I mean, they don't even have an infinite for Kung Lao or Ermac! So really I'm just curious, did they not find these 50+% combo's? Or do the people who made the guides suck?
-EDIT- Just playin mame w/ Cyber Smoke and came up with my most damaging combo w/ him yet:
Tele-uppercut, HP, spear, HP,HP,LK,HK,LP = 8 HITS / 47%
Same combo w/ a J/K starter = 9 HITS / 37% - Damn you damage protection!
-Also, Tryin to tele-uppercut after the J/K, often the uppercut goes right through with no connection/hit. Is there a reason for that or is it just timing? Cus sometimes I can connect with the tele-uppercut and sometimes I can't...
My guess is ppl who make these guide's SUX, I have a MK2 guide from Bradley Games, and it is totally crap, with rubbish kombos, and crappy drawings.
Japanese game guides are better, I have a KOF 99 guide, and the stuff in it is totally for masters.
Japanese game guides are better, I have a KOF 99 guide, and the stuff in it is totally for masters.

0
some questions:
1-how much percent damage does an uppercut do?
2-my three hit combo with human smoke splits up in one hit and two hit. between these two combos the opponent has the oppurtunity to throw me. how can i avoid this split up? ive managed to keep it a three hit complete combo, but most of the time it irritates the hell out of me
3-Why didnt they just give smokes move and combo set to scorpion. whats the use of having a toned down human smoke in the game?
1-how much percent damage does an uppercut do?
2-my three hit combo with human smoke splits up in one hit and two hit. between these two combos the opponent has the oppurtunity to throw me. how can i avoid this split up? ive managed to keep it a three hit complete combo, but most of the time it irritates the hell out of me
3-Why didnt they just give smokes move and combo set to scorpion. whats the use of having a toned down human smoke in the game?


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
Khaddafi Wrote:
some questions:
1-how much percent damage does an uppercut do?
2-my three hit combo with human smoke splits up in one hit and two hit. between these two combos the opponent has the oppurtunity to throw me. how can i avoid this split up? ive managed to keep it a three hit complete combo, but most of the time it irritates the hell out of me
3-Why didnt they just give smokes move and combo set to scorpion. whats the use of having a toned down human smoke in the game?
some questions:
1-how much percent damage does an uppercut do?
2-my three hit combo with human smoke splits up in one hit and two hit. between these two combos the opponent has the oppurtunity to throw me. how can i avoid this split up? ive managed to keep it a three hit complete combo, but most of the time it irritates the hell out of me
3-Why didnt they just give smokes move and combo set to scorpion. whats the use of having a toned down human smoke in the game?
1- I think it is slightly less than 25%, if it's just an uppercut (w/o any autocombo). I think four uppercuts puts you in danger (or am I thinking of MKII?).
2- Weird timing on that combo, I know! Just do HK and like slide right into d+LP as fast as you can... it's weird because you have to break the normal "combo rhythm" that you're used to. Although sometimes I like to intentionally "split" the combo when playing humans (or the CPU on easy), because the combo counter resets and you can just do a jumpkick/teleport/spear and re-combo. Repeat for a fake infinite until the person catches on and realizes they can block after the first hit. Only should work on a dense noob, really, but it's fun if it does.
3- No clue why they neutered Scorpion like that. One of the most beloved MK characters, made completely obsolete in UMK3. Instead of badass Scoprion, he ends up being severely watered-down Smoke. To put it in perspective... my ONLY win against MK2KungBroken, to date, was when he used Scorpion. Truly a bittersweet victory: On one hand... I won! Booyaaa! On the other hand... he had to use Handicapable Smoke in order for me to get anywhere. Baaargh!


About Me
TheProphet, GGs my friend. Give'em Hell.
0
krsx66 Wrote:
Yeah, me too
He is very difficult to use, and for now I'm practicing w/ H. Smoke - maybe one day I will begin playin w/ Ermac.
And that was an insane combo. But what were you originaly intending to do after the second slam?
Also, a question, but not quite like my other's:
I have two MKT strategy guides, and in them they list several combos for all the fighters. Yet ever since I've seen some of you advanced UMK3 guys, I never understood why the guides have no combos (except 2 cheese infinites w/ noob and rain and 1 kinda cool infinite w/ classic sub zero) that pass the 50% damage mark? I mean, they don't even have an infinite for Kung Lao or Ermac! So really I'm just curious, did they not find these 50+% combo's? Or do the people who made the guides suck?
-EDIT- Just playin mame w/ Cyber Smoke and came up with my most damaging combo w/ him yet:
Tele-uppercut, HP, spear, HP,HP,LK,HK,LP = 8 HITS / 47%
Same combo w/ a J/K starter = 9 HITS / 37% - Damn you damage protection!
-Also, Tryin to tele-uppercut after the J/K, often the uppercut goes right through with no connection/hit. Is there a reason for that or is it just timing? Cus sometimes I can connect with the tele-uppercut and sometimes I can't...
CorrezZ Wrote:
Wow, that's nice man... unfortunately my Ermac is whack as hell.
Wow, that's nice man... unfortunately my Ermac is whack as hell.
Yeah, me too
And that was an insane combo. But what were you originaly intending to do after the second slam?
Also, a question, but not quite like my other's:
I have two MKT strategy guides, and in them they list several combos for all the fighters. Yet ever since I've seen some of you advanced UMK3 guys, I never understood why the guides have no combos (except 2 cheese infinites w/ noob and rain and 1 kinda cool infinite w/ classic sub zero) that pass the 50% damage mark? I mean, they don't even have an infinite for Kung Lao or Ermac! So really I'm just curious, did they not find these 50+% combo's? Or do the people who made the guides suck?
-EDIT- Just playin mame w/ Cyber Smoke and came up with my most damaging combo w/ him yet:
Tele-uppercut, HP, spear, HP,HP,LK,HK,LP = 8 HITS / 47%
Same combo w/ a J/K starter = 9 HITS / 37% - Damn you damage protection!
-Also, Tryin to tele-uppercut after the J/K, often the uppercut goes right through with no connection/hit. Is there a reason for that or is it just timing? Cus sometimes I can connect with the tele-uppercut and sometimes I can't...
Honestly, I don't think they had any idea about these combos. Those strategy guides were probably written right as MKT was coming out. That was a long time ago. Just back when MK2KB and I were working on the first combo video we were already getting doubts from the UMK3 community as to the validity of our combos, because so many people had played the game for so long and not found any of this, that they assumed the combos broke in the middle and were blockable somewhere. They thought if combos like that really were possible they would have found them already.
But they hadn't. We found a couple of really big damage, and even 100% damage combos and from there we went nuts finding stuff left and right. I had never seen nor heard of combos like these before our vids, so I don't think any strategy guide would have found them.

0
dreemernj Wrote:
Honestly, I don't think they had any idea about these combos. Those strategy guides were probably written right as MKT was coming out. That was a long time ago. Just back when MK2KB and I were working on the first combo video we were already getting doubts from the UMK3 community as to the validity of our combos, because so many people had played the game for so long and not found any of this, that they assumed the combos broke in the middle and were blockable somewhere. They thought if combos like that really were possible they would have found them already.
But they hadn't. We found a couple of really big damage, and even 100% damage combos and from there we went nuts finding stuff left and right. I had never seen nor heard of combos like these before our vids, so I don't think any strategy guide would have found them.
Well that makes sense, if they were released about the same time as the game itself, then the creators of the guides wouldn't have too much time to search for the combos you guys exhibit in your vids. Honestly, I don't think they had any idea about these combos. Those strategy guides were probably written right as MKT was coming out. That was a long time ago. Just back when MK2KB and I were working on the first combo video we were already getting doubts from the UMK3 community as to the validity of our combos, because so many people had played the game for so long and not found any of this, that they assumed the combos broke in the middle and were blockable somewhere. They thought if combos like that really were possible they would have found them already.
But they hadn't. We found a couple of really big damage, and even 100% damage combos and from there we went nuts finding stuff left and right. I had never seen nor heard of combos like these before our vids, so I don't think any strategy guide would have found them.
But were you, mk2kb and 'the prophet' (i guess, ive heard him mentioned, maybe he was part of your group) honestly the first to up the level of gameplay to the heights seen in your vids? I'm not doubting that you guys expanded the level. But were there no other players before that, that had found any of the amazing combos you guys do? If not, well that's very cool! And respect goes out to your group, I mean, can the MK team who MADE the freakin game, do those combos? They must have intentionaly allowed for them to be intergrated into the gameplay, but can they themselves even do them? I bet they couldn't!
I would probably add myself to that list of kombo greats,
I used to make kombo vids from the home versions, like MK (Genisis), MK2, UMK3 (Saturn), these games may be totally broken, but I can only play with what I've got, rite.
Before I saw the vids from their site (Early Feb), I thought I was the only one who done this with a game like MK, nice to know there are ppl out there with similiar minds.
I must admit some of the vids had kombos that even I would never have thought of. The Sindel Infinite is a work of Genius.
I don't know why but I still question the blockablility of the relaunching kombos.
I'm sure they are unblockable, maybe it's cos my mind keeps telling me, MK is not meant to have such kombos.
I used to make kombo vids from the home versions, like MK (Genisis), MK2, UMK3 (Saturn), these games may be totally broken, but I can only play with what I've got, rite.
Before I saw the vids from their site (Early Feb), I thought I was the only one who done this with a game like MK, nice to know there are ppl out there with similiar minds.
I must admit some of the vids had kombos that even I would never have thought of. The Sindel Infinite is a work of Genius.
I don't know why but I still question the blockablility of the relaunching kombos.
I'm sure they are unblockable, maybe it's cos my mind keeps telling me, MK is not meant to have such kombos.


About Me
TheProphet, GGs my friend. Give'em Hell.
0
I never saw combos like ours before this. However, I wouldn't use the word 'Gameplay ' because I know when I was creating combos, gameplay was never a part of the process of making them. I was going for one thing and one thing only, huge damage. This means that the vast majority of the combos aren't ones that will ever be done in real gameplay. Although MK2KB has been integrating them into his gameplay quite a bit.
Speaking for myself, there are many people with much higher levels of skill in gameplay then I have. I just like making combos. Thats mostly because I don't have anyone to play. There are no UMK3 machines around me and my comp can't run it online because it is too slow. So, all I have is combo making.
I could theoretically play the console versions against people, but as klsadako says they are totally broken and they equate to a waste of my time. I mean come on, you don't even have to get a move between spins with Kung Lao in UMK3 for SNES. That has to be one of the easiest infinites ever. And stuff like that is why I can only stick with UMK3 Arcade and GH MKT for PSX.
Speaking for myself, there are many people with much higher levels of skill in gameplay then I have. I just like making combos. Thats mostly because I don't have anyone to play. There are no UMK3 machines around me and my comp can't run it online because it is too slow. So, all I have is combo making.
I could theoretically play the console versions against people, but as klsadako says they are totally broken and they equate to a waste of my time. I mean come on, you don't even have to get a move between spins with Kung Lao in UMK3 for SNES. That has to be one of the easiest infinites ever. And stuff like that is why I can only stick with UMK3 Arcade and GH MKT for PSX.


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
Chicago claims to have known a lot of the exploits we discovered without having the exposure to their little world and I believe them, but they never scratched the surface in terms of full combos, because honestly when it comes to gameplay, the huge ass combos don't mean shit so they never looked for them. Since we didn't have the competition anymore around here, and didn't want MK to die, we started getting people interested by making the videos. These videos were always for show and every now and then we tried to find common ways to pull off the big combos in gameplay and show that as well. The mere fact that DreemerNJ discovered the Ermac corner exploit that was contested by Chicago is crazy, and I expanded on it and have found almost 30 different variations of 100% corner combos for Ermac, and again there was said to be none. Here is a direct quote from the master himself Lex:
"If you guys are telling me that all of chicago/midway missed an ermac combo that is 100% and is unblockable in UMK3 arcade, I will be very suprised. Post it now and I will verify and the proper people will get credit, otherwise hold your peace. =D"
They missed 30.
krsx66, do the combo starting with an anti air HP, or jump, it will result in much more damage.
Matt
Chicago doesn't consider anyone but Chicago, whether you beat them or not, to be any good at the game, so even at the next tourney if Chicago players show up and lose at all, it won't count in their book because it's beyond 1999. I've played three Chicago players online, two are considered top tier players, and even without using all their homebrew tactics, I can still win matches. I was looking forward to playing Lex at NEC5, but no he says he's got better things to do, oh well.
Uppercuts do 21.5% I believe in MK3, UMK3, and MKT.
Just do Human Smoke's combo like you would do a combo in MKD, simply pound it out without thinking about it as fast as you can. I think the problem is there might be some frame data differences between him and Kano, and that combo was more than likely taken from Kano, it was also given to Noob Saibot in UMK3 arcade. The computer will also never do this combo.
I think Human Smoke in general was a shot at Scorpion, "This guy's better, use him instead."
"If you guys are telling me that all of chicago/midway missed an ermac combo that is 100% and is unblockable in UMK3 arcade, I will be very suprised. Post it now and I will verify and the proper people will get credit, otherwise hold your peace. =D"
They missed 30.
krsx66, do the combo starting with an anti air HP, or jump, it will result in much more damage.
Matt
Chicago doesn't consider anyone but Chicago, whether you beat them or not, to be any good at the game, so even at the next tourney if Chicago players show up and lose at all, it won't count in their book because it's beyond 1999. I've played three Chicago players online, two are considered top tier players, and even without using all their homebrew tactics, I can still win matches. I was looking forward to playing Lex at NEC5, but no he says he's got better things to do, oh well.
Uppercuts do 21.5% I believe in MK3, UMK3, and MKT.
Just do Human Smoke's combo like you would do a combo in MKD, simply pound it out without thinking about it as fast as you can. I think the problem is there might be some frame data differences between him and Kano, and that combo was more than likely taken from Kano, it was also given to Noob Saibot in UMK3 arcade. The computer will also never do this combo.
I think Human Smoke in general was a shot at Scorpion, "This guy's better, use him instead."

0
MK2KungBroken Wrote:
krsx66, do the combo starting with an anti air HP, or jump, it will result in much more damage.
krsx66, do the combo starting with an anti air HP, or jump, it will result in much more damage.
A-A HP, Teleport-uppercut, HP, Spear, HP, HP, LK, HK, LP = 9 HITS / 54% (Amazing what a little aa HP can do!)
-------------------------------------------------------
Good stuff dreemer + kungbroken, I'd like to hear more about this New Jersey (I think u guys are in NJ) - Chicago feud... I bet u guys have some funny stories to tell...(let's hear some
---------------------------------------------------
KLSADAKO, sorry i didn't add u originaly to that list, have u got any vids hosted anywhere? I'd like to see em, cus I like watching any high level UMK3 combo vids


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
There's no real feud, there was some disputing a while back about some stuff, nothing ever came of it though.
Matt
Matt
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