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A 100% combo is a combo that does 100% damage, but must terminate at some point because it doesn't contain, or at the very least, isn't based on an infinite. So doing something like Raiden's ducking LK infinite and then finishing it with an uppercut is a 100% combo, but because it requires so many repetitions of the infinite to complete, he wouldn't be considered a 100% combo holder because you can't get 100% without abusing the infinite to reach it.
A regular infinite would just be a chain of moves, or sometimes sadly one move, that can be done with a specific timing, over and over until death.
A character like Ermac who has a couple dozen 100% combos, but no real infinite because it would have to terminate eventually, in most cases, the last hit with Ermac is the last possible hit of the combo.
Relaunch infinites are the combos that most characters with launchers can do by doing a pop up combo, and then timing a jump punch after a jump to link to another combo. There is only a small window of time where this is possible to connect legit, and not everyone can do them to everyone, and they have to terminate with they hit wall.
Then you have some characters who can do all 3 types of 100% damage, be it infinite, just 100%, or relaunching.
Kano is kinda borderline with the 100% because he can do a combo into the corner, and juggle a few times alternating his grab infinites, and then finish with something else at the end.
A regular infinite would just be a chain of moves, or sometimes sadly one move, that can be done with a specific timing, over and over until death.
A character like Ermac who has a couple dozen 100% combos, but no real infinite because it would have to terminate eventually, in most cases, the last hit with Ermac is the last possible hit of the combo.
Relaunch infinites are the combos that most characters with launchers can do by doing a pop up combo, and then timing a jump punch after a jump to link to another combo. There is only a small window of time where this is possible to connect legit, and not everyone can do them to everyone, and they have to terminate with they hit wall.
Then you have some characters who can do all 3 types of 100% damage, be it infinite, just 100%, or relaunching.
Kano is kinda borderline with the 100% because he can do a combo into the corner, and juggle a few times alternating his grab infinites, and then finish with something else at the end.

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MK2KungBroken Wrote:
A 100% combo is a combo that does 100% damage, but must terminate at some point because it doesn't contain, or at the very least, isn't based on an infinite. So doing something like Raiden's ducking LK infinite and then finishing it with an uppercut is a 100% combo, but because it requires so many repetitions of the infinite to complete, he wouldn't be considered a 100% combo holder because you can't get 100% without abusing the infinite to reach it.
A regular infinite would just be a chain of moves, or sometimes sadly one move, that can be done with a specific timing, over and over until death.
A character like Ermac who has a couple dozen 100% combos, but no real infinite because it would have to terminate eventually, in most cases, the last hit with Ermac is the last possible hit of the combo.
Relaunch infinites are the combos that most characters with launchers can do by doing a pop up combo, and then timing a jump punch after a jump to link to another combo. There is only a small window of time where this is possible to connect legit, and not everyone can do them to everyone, and they have to terminate with they hit wall.
Then you have some characters who can do all 3 types of 100% damage, be it infinite, just 100%, or relaunching.
Kano is kinda borderline with the 100% because he can do a combo into the corner, and juggle a few times alternating his grab infinites, an
then finish with something else at the end.
A 100% combo is a combo that does 100% damage, but must terminate at some point because it doesn't contain, or at the very least, isn't based on an infinite. So doing something like Raiden's ducking LK infinite and then finishing it with an uppercut is a 100% combo, but because it requires so many repetitions of the infinite to complete, he wouldn't be considered a 100% combo holder because you can't get 100% without abusing the infinite to reach it.
A regular infinite would just be a chain of moves, or sometimes sadly one move, that can be done with a specific timing, over and over until death.
A character like Ermac who has a couple dozen 100% combos, but no real infinite because it would have to terminate eventually, in most cases, the last hit with Ermac is the last possible hit of the combo.
Relaunch infinites are the combos that most characters with launchers can do by doing a pop up combo, and then timing a jump punch after a jump to link to another combo. There is only a small window of time where this is possible to connect legit, and not everyone can do them to everyone, and they have to terminate with they hit wall.
Then you have some characters who can do all 3 types of 100% damage, be it infinite, just 100%, or relaunching.
Kano is kinda borderline with the 100% because he can do a combo into the corner, and juggle a few times alternating his grab infinites, an
then finish with something else at the end.
Awesome, thanks again


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Im probably wrong but i dont know but it seems like Jade has the lowest combos in Umk3 but shes still very strong with her Projectile Shield.I know she has that corner combo RH, dash kick, RH, R+HK, 4 hits 60%.Is there any other high combos that she has that are useful.Or any good strategy while using her.


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Always remember it's very tough to pull off that juggle, but it, or something similar, can come up as a surprise from time to time. A good tactic is to use her 4 hit combo off a jump punch persay, and then on most characters stick in a ducking unblockable LK. It does 1% less than doing her 7 hit combo, but it sets them up to be wake up dash kicked afterward because they cannot move briefly, it's a very awkward looking situation. Some characters can be standing LKed after the 4 hit combo, and that does 3% more than doing her 7 hit combo. Lots of return boomerangs work nicely, use her PP a lot as well even if it's not needed because it has a certain pyschological value to it.
Overall the smallest, lowest damage combo characters in the game are Scorpion, and Kitana. When it comes to combos neither of them can do more than 4 hits without a starter, or more than 25%, but for whatever reason Jade's 7 hit does less damage (25%) than it should for a human player, just like Sub's combo, but the computer does the correct damage, but Jade also falls into the 25% category. Other characters, like Stryker and Human Smoke, have small combos, but they are more damaging, or set up juggles that do twice, to 3 times the damage at any given time.
Matt
Overall the smallest, lowest damage combo characters in the game are Scorpion, and Kitana. When it comes to combos neither of them can do more than 4 hits without a starter, or more than 25%, but for whatever reason Jade's 7 hit does less damage (25%) than it should for a human player, just like Sub's combo, but the computer does the correct damage, but Jade also falls into the 25% category. Other characters, like Stryker and Human Smoke, have small combos, but they are more damaging, or set up juggles that do twice, to 3 times the damage at any given time.
Matt

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Got another question, this one really puzzles me...
The other day I was playing MKT, tryin to find some decent damage combos for toned down Kabal...
Well, I was playing arcade first, and it went like this:
JK, Spin dash, jump HP starter, HP, HP, Down + HP, JK, Fireball = 8 HITS / 61%
Ok, so then I did it again, sometimes in Arcade, sometimes in 2 Player, and these are some of the differences I got:
8 HITS / 41%
8 HITS / 49%
8 HITS / 50%
8 HITS / 51%
8 HITS / 60%
Everytime, same combo, but different results, and I'm just wondering why?
Also with Kabal, is it possible to do a Jump Punch starter, THEN LK, LK, HP, HP, Down + HP? I can get the starter Hp, then 1 Lk, but never two to start that popup combo...and I'm just wondering if I keep screwing up the combination, or is it just not possible...
The other day I was playing MKT, tryin to find some decent damage combos for toned down Kabal...
Well, I was playing arcade first, and it went like this:
JK, Spin dash, jump HP starter, HP, HP, Down + HP, JK, Fireball = 8 HITS / 61%
Ok, so then I did it again, sometimes in Arcade, sometimes in 2 Player, and these are some of the differences I got:
8 HITS / 41%
8 HITS / 49%
8 HITS / 50%
8 HITS / 51%
8 HITS / 60%
Everytime, same combo, but different results, and I'm just wondering why?
Also with Kabal, is it possible to do a Jump Punch starter, THEN LK, LK, HP, HP, Down + HP? I can get the starter Hp, then 1 Lk, but never two to start that popup combo...and I'm just wondering if I keep screwing up the combination, or is it just not possible...


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And the different damage is a result of the combo breaking somehow, it should always be the same damage.
Matt
Matt


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Yeah, the kick thing in autombos is weird; I never actually realized how it works until recently.
For the FIRST hit of any autocombo, HK and LK are interchangeable. Examples of combos that work either way:
Noob Saibot: LK,LK,LK,LK or HK, LK,LK,LK
Liu Kang: LK,LK,HK,LK or HK,LK,HK,LK
Kabal: LK,LK,HP,HP,d+HP or HK,LK,HP,HP,d+HP
Ermac: LK,LP or HK,LP
As long as it is the FIRST hit of a combo, you can use either kick button.
The BIG thing to remember is that you throw this rule out the window when using air starters. So using your Kabal combo as an example, after a jumping punch of kick starter, you HAVE to use HK,LK,HP,HP,d+HP.
For the FIRST hit of any autocombo, HK and LK are interchangeable. Examples of combos that work either way:
Noob Saibot: LK,LK,LK,LK or HK, LK,LK,LK
Liu Kang: LK,LK,HK,LK or HK,LK,HK,LK
Kabal: LK,LK,HP,HP,d+HP or HK,LK,HP,HP,d+HP
Ermac: LK,LP or HK,LP
As long as it is the FIRST hit of a combo, you can use either kick button.
The BIG thing to remember is that you throw this rule out the window when using air starters. So using your Kabal combo as an example, after a jumping punch of kick starter, you HAVE to use HK,LK,HP,HP,d+HP.

0
MK2KB, cool I didn't know it was getting broken, unfortunately I still don't know how
Awesome dude, I needed a good list like that. It helped me out a lot , thanks
-------------
Now not a regular question, but a Q all the same...
Bloodline666 told me in the IRC of a MK3 Cyrax corner combo, and it goes like this:
Near bomb, Uppercut (opponent lands as bomb explodes and is knocked back into the air), Uppercut = 3 HITS / 54%.
Now what I'm wondering is there any way of adding moves to that combo to make it more damaging, in mk3, umk3 or mkt???
BustaUppa Wrote:
Yeah, the kick thing in autombos is weird; I never actually realized how it works until recently.
For the FIRST hit of any autocombo, HK and LK are interchangeable. Examples of combos that work either way:
Noob Saibot: LK,LK,LK,LK or HK, LK,LK,LK
Liu Kang: LK,LK,HK,LK or HK,LK,HK,LK
Kabal: LK,LK,HP,HP,d+HP or HK,LK,HP,HP,d+HP
Ermac: LK,LP or HK,LP
As long as it is the FIRST hit of a combo, you can use either kick button.
The BIG thing to remember is that you throw this rule out the window when using air starters. So using your Kabal combo as an example, after a jumping punch of kick starter, you HAVE to use HK,LK,HP,HP,d+HP.
Yeah, the kick thing in autombos is weird; I never actually realized how it works until recently.
For the FIRST hit of any autocombo, HK and LK are interchangeable. Examples of combos that work either way:
Noob Saibot: LK,LK,LK,LK or HK, LK,LK,LK
Liu Kang: LK,LK,HK,LK or HK,LK,HK,LK
Kabal: LK,LK,HP,HP,d+HP or HK,LK,HP,HP,d+HP
Ermac: LK,LP or HK,LP
As long as it is the FIRST hit of a combo, you can use either kick button.
The BIG thing to remember is that you throw this rule out the window when using air starters. So using your Kabal combo as an example, after a jumping punch of kick starter, you HAVE to use HK,LK,HP,HP,d+HP.
Awesome dude, I needed a good list like that. It helped me out a lot , thanks
-------------
Now not a regular question, but a Q all the same...
Bloodline666 told me in the IRC of a MK3 Cyrax corner combo, and it goes like this:
Near bomb, Uppercut (opponent lands as bomb explodes and is knocked back into the air), Uppercut = 3 HITS / 54%.
Now what I'm wondering is there any way of adding moves to that combo to make it more damaging, in mk3, umk3 or mkt???
krsx66 Wrote:
Now not a regular question, but a Q all the same...
Bloodline666 told me in the IRC of a MK3 Cyrax corner combo, and it goes like this:
Near bomb, Uppercut (opponent lands as bomb explodes and is knocked back into the air), Uppercut = 3 HITS / 54%.
Now what I'm wondering is there any way of adding moves to that combo to make it more damaging, in mk3, umk3 or mkt???
Now not a regular question, but a Q all the same...
Bloodline666 told me in the IRC of a MK3 Cyrax corner combo, and it goes like this:
Near bomb, Uppercut (opponent lands as bomb explodes and is knocked back into the air), Uppercut = 3 HITS / 54%.
Now what I'm wondering is there any way of adding moves to that combo to make it more damaging, in mk3, umk3 or mkt???
One combo that I did awhile ago was...
Put the opponent in the corner. Place two bombs, and uppercut right as the first bomb explodes. Also, make sure that the second bomb blows up right as the opponent hits the ground after the uppercut. After the second explosion, do 2 juggle HP's, Jump Kick, Roundhouse, Air Throw.
I know it's confusing, but it's the best way that I can lay it out for you.
The combo was done in UMK3 arcade, I believe.

0
Nah man that wasn't confusing at all! Sounds good to me, and when I get home (at work now
) I'll give it a try...
Also this is a q for u taker, how did u come up with that 20 hits Liu Kang combo on Sheeva in the stickied UMK3 combo vid thread? Was it a buggy version or something???
Also this is a q for u taker, how did u come up with that 20 hits Liu Kang combo on Sheeva in the stickied UMK3 combo vid thread? Was it a buggy version or something???
krsx66 Wrote:
Also this is a q for u taker, how did u come up with that 20 hits Liu Kang combo on Sheeva in the stickied UMK3 combo vid thread? Was it a buggy version or something???
Also this is a q for u taker, how did u come up with that 20 hits Liu Kang combo on Sheeva in the stickied UMK3 combo vid thread? Was it a buggy version or something???
It's a combo in UMK3 arcade. It's the regular version, not any more unbalanced and buggy than it should be. It has to be done to Sheeva to be unblockable.
Also, props to MK2KB for helping out on it for the vid.

0
takermk Wrote:
Put the opponent in the corner. Place two bombs, and uppercut right as the first bomb explodes. Also, make sure that the second bomb blows up right as the opponent hits the ground after the uppercut. After the second explosion, do 2 juggle HP's, Jump Kick, Roundhouse, Air Throw.
I know it's confusing, but it's the best way that I can lay it out for you.
The combo was done in UMK3 arcade, I believe.
Put the opponent in the corner. Place two bombs, and uppercut right as the first bomb explodes. Also, make sure that the second bomb blows up right as the opponent hits the ground after the uppercut. After the second explosion, do 2 juggle HP's, Jump Kick, Roundhouse, Air Throw.
I know it's confusing, but it's the best way that I can lay it out for you.
The combo was done in UMK3 arcade, I believe.
K, I really like that combo, but I can't get the Roundhouse after the JK...
After the JK all I can do is a sweep, which makes the combo 7 HITS / 84% (Taker I liked the idea when you posted the Lao 15 HIT / 94% combo, so I'm stealing it
But I'd like to know whtat that combo comes to if you get a Roundhouse and Air throw like Taker first said, so if anyone wants to try it, could ya write the hits and damage in this thread, thanks

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takermk Wrote:
The Kung Lao combo is VERY easy. In the corner, Tornado Spin, Jump Up Kick, Tornado, Jump Up Kick, Tornado, repeat.
I added a Juggle HP, then Hat Throw at the end.
The Kung Lao combo is VERY easy. In the corner, Tornado Spin, Jump Up Kick, Tornado, Jump Up Kick, Tornado, repeat.
I added a Juggle HP, then Hat Throw at the end.
Thanks bro, I'ma try that one out soon
---------------------------------------------------------
OK, I just went into darktemplarz and downloaded all the MK vids (absolutely awesome by the way
What combo has had the most ever connected hits?
Also,
What is the most damaging combo ever recorded? (I know you guys add on the damage after 100%


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It's tough to call combos like that because of all the ones that could be really high hits if you base them on infinites.
One combo I can think of that has entirely not real infinite basis that could be really ridiculous that I've never recorded would be like 140% with Shang Tsung, I'm not 100% it is possible but it could be, and this is the nearest half percent roundings of damage, as sometimes something like a LP is 4.8%, and registers as 4%, but two registers as 9%. Weird stuff like that, mathematically it's very accurate, display has a rounding down system based on the actual math to the pixel.
Shang's back to wall, opponent just about full screen away, fire eruption 14.5%, fire eruption 5%, straight up jump kick into the last fireball of the second eruption 11.5%, run underneath, straight up jump kick while they are off screen 11.5%, JK 15.5%, standing HP 6.5%, double fireball 15.5%, JK 15.5%, LP 5%, fireball 8%, RH 17.5%, HK 14.5% = 140.5%
Again, it's theoretical, and I have gotten both halves to happen at different times, getting it all at once would be very annoying, and it also depends on the character being done on, probably easiest on the bots.
Matt
One combo I can think of that has entirely not real infinite basis that could be really ridiculous that I've never recorded would be like 140% with Shang Tsung, I'm not 100% it is possible but it could be, and this is the nearest half percent roundings of damage, as sometimes something like a LP is 4.8%, and registers as 4%, but two registers as 9%. Weird stuff like that, mathematically it's very accurate, display has a rounding down system based on the actual math to the pixel.
Shang's back to wall, opponent just about full screen away, fire eruption 14.5%, fire eruption 5%, straight up jump kick into the last fireball of the second eruption 11.5%, run underneath, straight up jump kick while they are off screen 11.5%, JK 15.5%, standing HP 6.5%, double fireball 15.5%, JK 15.5%, LP 5%, fireball 8%, RH 17.5%, HK 14.5% = 140.5%
Again, it's theoretical, and I have gotten both halves to happen at different times, getting it all at once would be very annoying, and it also depends on the character being done on, probably easiest on the bots.
Matt

0
MK2KungBroken Wrote:
It's tough to call combos like that because of all the ones that could be really high hits if you base them on infinites.
One combo I can think of that has entirely not real infinite basis that could be really ridiculous that I've never recorded would be like 140% with Shang Tsung, I'm not 100% it is possible but it could be, and this is the nearest half percent roundings of damage, as sometimes something like a LP is 4.8%, and registers as 4%, but two registers as 9%. Weird stuff like that, mathematically it's very accurate, display has a rounding down system based on the actual math to the pixel.
Shang's back to wall, opponent just about full screen away, fire eruption 14.5%, fire eruption 5%, straight up jump kick into the last fireball of the second eruption 11.5%, run underneath, straight up jump kick while they are off screen 11.5%, JK 15.5%, standing HP 6.5%, double fireball 15.5%, JK 15.5%, LP 5%, fireball 8%, RH 17.5%, HK 14.5% = 140.5%
Again, it's theoretical, and I have gotten both halves to happen at different times, getting it all at once would be very annoying, and it also depends on the character being done on, probably easiest on the bots.
Matt
Matt
It's tough to call combos like that because of all the ones that could be really high hits if you base them on infinites.
One combo I can think of that has entirely not real infinite basis that could be really ridiculous that I've never recorded would be like 140% with Shang Tsung, I'm not 100% it is possible but it could be, and this is the nearest half percent roundings of damage, as sometimes something like a LP is 4.8%, and registers as 4%, but two registers as 9%. Weird stuff like that, mathematically it's very accurate, display has a rounding down system based on the actual math to the pixel.
Shang's back to wall, opponent just about full screen away, fire eruption 14.5%, fire eruption 5%, straight up jump kick into the last fireball of the second eruption 11.5%, run underneath, straight up jump kick while they are off screen 11.5%, JK 15.5%, standing HP 6.5%, double fireball 15.5%, JK 15.5%, LP 5%, fireball 8%, RH 17.5%, HK 14.5% = 140.5%
Again, it's theoretical, and I have gotten both halves to happen at different times, getting it all at once would be very annoying, and it also depends on the character being done on, probably easiest on the bots.
Matt
Matt
That sounds absoultely insane! Too bad it is so incredibly hard (and I would guess time consuming) to be recorded...Perhaps one day when all the combo vid ideas have been used, you guys could attempt to record it! Well, I can hope right
And refering back to my last post, what is the longest / most amount of HITS combo ever done, that you've seen / performed??? Can you guys get over 26 HITS??
And is it true that Robo Smoke has no 100% of any form??? I guess so, since he isn't at the end of the mkkompletions


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Technically if you add an uppercut to the end of it it's not blockable I don't think cause it does enough chip damage, but not a combo lol.
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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Two quick questions:
MK2KB, I have experienced firsthand the sheer destruction you can inflict with Kung Lao's tornado spin. I was wondering what the general properties of that move are, things like its priority, what moves are good for snuffing it out, combo rules, etc.? Did they jack it up between regular MK3 and UMK3, because I experimented a lot with the PC version of MK3 back in the day, and I felt like I could never get it to connect - it only seemed to work on airborne opponents; on the ground I could run straight into it and nothing would happen.
My other question was about combo vids; have you ever considered turning "low damage" on in MKT, doing some >100% combos, and then replacing the onscreen combo counter with the actual mathematical "normal" damage values? Seeing that Shang 140% would be sweet!
MK2KB, I have experienced firsthand the sheer destruction you can inflict with Kung Lao's tornado spin. I was wondering what the general properties of that move are, things like its priority, what moves are good for snuffing it out, combo rules, etc.? Did they jack it up between regular MK3 and UMK3, because I experimented a lot with the PC version of MK3 back in the day, and I felt like I could never get it to connect - it only seemed to work on airborne opponents; on the ground I could run straight into it and nothing would happen.
My other question was about combo vids; have you ever considered turning "low damage" on in MKT, doing some >100% combos, and then replacing the onscreen combo counter with the actual mathematical "normal" damage values? Seeing that Shang 140% would be sweet!
I can answer one of those questions.
About Kung Lao's spin, in MK3, it only connects against a jumping opponent. Plus, if you do it in the corner, you get pushed out. In UMK3, you can connect from the air or the ground, and you don't get pushed out of the corner. Not getting pushed out of the corner = easiest infinite in the game.
About Kung Lao's spin, in MK3, it only connects against a jumping opponent. Plus, if you do it in the corner, you get pushed out. In UMK3, you can connect from the air or the ground, and you don't get pushed out of the corner. Not getting pushed out of the corner = easiest infinite in the game.


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Wow.. I'd imagine it can get pretty ridiculous in MKT, since you can move left and right while doing it. Did they balance out the MKT spin at all, or are the rules the same? With all that infinite potential AND the new movement ability, it must be pretty overpowered!
BustaUppa Wrote:
Wow.. I'd imagine it can get pretty ridiculous in MKT, since you can move left and right while doing it. Did they balance out the MKT spin at all, or are the rules the same? With all that infinite potential AND the new movement ability, it must be pretty overpowered!
Wow.. I'd imagine it can get pretty ridiculous in MKT, since you can move left and right while doing it. Did they balance out the MKT spin at all, or are the rules the same? With all that infinite potential AND the new movement ability, it must be pretty overpowered!
They balanced it out in MKT. In the PS version, you can only use it once in a combo. In the N64 version, you can use it twice.


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A correction on Kung Lao's spin, in MK3, he can hit people with it when they are attacking only pretty much, there are some very specific instances where he can hit air jumping opponents who are not attacking. The jumping character has to land on the collision box just before the hit the ground, or just as they leave the ground. It's very picky.
In UMK3, there are ways around the spin. You can get a well timed jump punch starter through it, sweep it, projectile it, etc, sometimes even run in and combo through it. Try to look for the frames when the spin first starts to slow down as well, there is a brief point of recovery where you are safe from being spun, and Kung Lao cannot block.
Matt
In UMK3, there are ways around the spin. You can get a well timed jump punch starter through it, sweep it, projectile it, etc, sometimes even run in and combo through it. Try to look for the frames when the spin first starts to slow down as well, there is a brief point of recovery where you are safe from being spun, and Kung Lao cannot block.
Matt

0
Ok my favs
KHARAKTERS
MK 1: none
MK 2:Kitana,lui-kang,and kung lao
MK 3:lui-kang,unmasked sub,and kung lao
UMK3:havnt played much
Trilogy:Didnt play enough but prolly scorpion
MK 4:Same as trilogy except nothing to do with scorpion
MKDA:Sub,Kung lao
MKD:Lui kang,Sub,raiden,and jade
MKA:havnt played yet.
Kombos
I am only gonna name a few ok
MK 2:Kitana fav. corner fan lift,deep jump kick,jump kick,fan throw,aahp,wave punch about 75%
Lui-kang fav. corner again deep jumpkick,air fireball,aahp bick kick
Kung fav kombo punisher spin,jump punch,whiffed kick(miss),jump punch,whiffed kick(miss),jump kick,whiffed kick(miss),uppercut.I think that ones it.
MK 3: Lui fav the same as MK 2
unmasked sub fav corner aafreeze,aahp,hp,(gc)freeze,walk back,jump kick,ice clone,Jump kick low,roundhouse,high kick,slide.Says 5 hits 55% but I think it does like 60%
kung lao fav his sujk spin corner inf.
MKDA:Dont remember its been a long time since I played it.
MKD:Lui fav style changing from first non weapon to second non weapon pop up bick kick.
Sub fav starts in weapon style pop up L1 full style pop-up combo,cold shoulder.
raiden and jade I just stick to there full style changing auto combo after a pop up.
well there you go I would record a few but I dont have anything to record my combos with yet but once I do you can really see my talent.
KHARAKTERS
MK 1: none
MK 2:Kitana,lui-kang,and kung lao
MK 3:lui-kang,unmasked sub,and kung lao
UMK3:havnt played much
Trilogy:Didnt play enough but prolly scorpion
MK 4:Same as trilogy except nothing to do with scorpion
MKDA:Sub,Kung lao
MKD:Lui kang,Sub,raiden,and jade
MKA:havnt played yet.
Kombos
I am only gonna name a few ok
MK 2:Kitana fav. corner fan lift,deep jump kick,jump kick,fan throw,aahp,wave punch about 75%
Lui-kang fav. corner again deep jumpkick,air fireball,aahp bick kick
Kung fav kombo punisher spin,jump punch,whiffed kick(miss),jump punch,whiffed kick(miss),jump kick,whiffed kick(miss),uppercut.I think that ones it.
MK 3: Lui fav the same as MK 2
unmasked sub fav corner aafreeze,aahp,hp,(gc)freeze,walk back,jump kick,ice clone,Jump kick low,roundhouse,high kick,slide.Says 5 hits 55% but I think it does like 60%
kung lao fav his sujk spin corner inf.
MKDA:Dont remember its been a long time since I played it.
MKD:Lui fav style changing from first non weapon to second non weapon pop up bick kick.
Sub fav starts in weapon style pop up L1 full style pop-up combo,cold shoulder.
raiden and jade I just stick to there full style changing auto combo after a pop up.
well there you go I would record a few but I dont have anything to record my combos with yet but once I do you can really see my talent.


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
BUMP. Feels like it took years.


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