The MKT Strategy Thread.
2D Kombat Klassics
Pages: 1
The MKT Strategy Thread.
0
posted08/13/2004 04:43 AM (UTC)by

Stratgies I.E. no kombos. Just basik moves.


About Me
TheProphet, GGs my friend. Give'em Hell.
0
Rush them down with Runjabs.
Holding run causes punches to end quicker so you cna do a burst of runjabs to lock an opponent down. I personally don't enjoy that one, but then I am not uber competative.
I prefer the simpler, more general strategy of sticking to the most basic moves. Use uppercuts or standing HPs for anti air. Lots of run in kicks, and go for well placed roundhouses. Try your best not to use special moves much or at all that way you can pull them out as a suprise when you want to turn the match around. Just a thought.
My personal strategy has always been randomness. I try my best to keep people on their toes and don't allow them to fall into any pattern of offense against me.
Holding run causes punches to end quicker so you cna do a burst of runjabs to lock an opponent down. I personally don't enjoy that one, but then I am not uber competative.
I prefer the simpler, more general strategy of sticking to the most basic moves. Use uppercuts or standing HPs for anti air. Lots of run in kicks, and go for well placed roundhouses. Try your best not to use special moves much or at all that way you can pull them out as a suprise when you want to turn the match around. Just a thought.
My personal strategy has always been randomness. I try my best to keep people on their toes and don't allow them to fall into any pattern of offense against me.


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
To be a little more precise on the run jabbing concept, you have to tap run inbetween jabs and this way they recoil instantly so say in one second you can hit LP in a rhythm without doing a double jab, you can do exactly 3 jabs with no neutral frames inbetween, by tapping run you can do 4 run jabs in a second, so that means hitting run cuts off 1/3 of the jab's animation. It's really not a good idea to do more than 2 run jabs against an aggressive or knowledgable player, because they will wind up getting out of it easily, but more defensive players you might be able to run jab all the way to the wall, and if you can do that, do it, cause you're not going to get damage on them by throwing out risky attacks. Another way of doing it is in the corner, two jabs, then hit run, and two again. Make sure when you run jab to throw in a knee lift to combo, this tactic makes Ermac and Human Smoke so unrealistically deadly because you can set up an easy 45% damage combos with Ermac and a 52% combo with Smoke, just off the knee lift combo.
Aside from knowing personal strengths with characters, you should know how they match up against others. I'll post more later.
Matt
Aside from knowing personal strengths with characters, you should know how they match up against others. I'll post more later.
Matt
Pages: 1
© 1998-2025 Shadow Knight Media, LLC. All rights reserved. Mortal Kombat, the dragon logo and all character names are trademarks and copyright of Warner Bros. Entertainment Inc.