umk3 reptile combo
2D Kombat Klassics
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umk3 reptile combo
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posted03/23/2005 05:47 AM (UTC)by

Ive been trying to get the reptile juggle combo where you to 2 hp's then do his running special move to get behind the character and do two more hp's. The way I've been trying to start it off just to practice the juggles is by doing a slow forceball, hp, fast forceball to put them higher in the air. The problem is that after the second forceball they are either slightly to close so my hp's miss, or they are slightly too far away so i have to wait for them to fall down some and then they are too low to juggle. I would appreciate any tips on getting this combo to work. Thanks guys.

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Doing aaHP's for my own combo vids I seem to find they are easiest to pull against the male ninjas. The ppl that know for sure will probably add their 2 cents, but for now I'd give it a shot against one of Scorp, Classic Sub, Reptile, Ermac or H. Smoke, you may find more success - and when you do the 2 HP's, try to make sure they connect underneath the opponent, it will send them higher into the air...Oh and that combo has always been a bitch for me too, you gotta get the timing near perfect.

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This is one of the hardest combos from the combo vids. I offer you to practice that on MKT PSX broken version, you can get 8 aaHP there, but aaLPHP will not work, so just tap aaLPLP after the HP.
In UMK3 the best way to practice that is against Sheeva or Liu Kang and with two aaHPHP, Fast Forceball and then start the juggles. You can easy get 8 juggles like that: http://mk.ediko.net/archive/movies/umk3sg/reptcomch.wmv
I heard Ekim Kahn can up to 12HPs on some characters, and i think its possible and I believe that, anyway i'm sure Shock will give more usefull tips no this Reptile combo.
In UMK3 the best way to practice that is against Sheeva or Liu Kang and with two aaHPHP, Fast Forceball and then start the juggles. You can easy get 8 juggles like that: http://mk.ediko.net/archive/movies/umk3sg/reptcomch.wmv
I heard Ekim Kahn can up to 12HPs on some characters, and i think its possible and I believe that, anyway i'm sure Shock will give more usefull tips no this Reptile combo.


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The most important thing is to be able to cancel the second HP the instant it connects, and then not to mash the HPs as you go, try to get it in a rhythm where you actually are hitting just HP, HP, B,F LK, pause, HP, HP, BF LK, and not HP, HP, B,F LK HPHPHPHP because chances are you'll completely miss the HP juggling.
Matt
Matt


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TheProphet, GGs my friend. Give'em Hell.
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MK2KungBroken Wrote:
The most important thing is to be able to cancel the second HP the instant it connects, and then not to mash the HPs as you go, try to get it in a rhythm where you actually are hitting just HP, HP, B,F LK, pause, HP, HP, BF LK, and not HP, HP, B,F LK HPHPHPHP because chances are you'll completely miss the HP juggling.
Matt
The most important thing is to be able to cancel the second HP the instant it connects, and then not to mash the HPs as you go, try to get it in a rhythm where you actually are hitting just HP, HP, B,F LK, pause, HP, HP, BF LK, and not HP, HP, B,F LK HPHPHPHP because chances are you'll completely miss the HP juggling.
Matt
Exactly. For best results, the dash needs to start on the same frame as your opponent gets hit. It took an awful lot of practice for me to get this initially. I would usually do it on Jax since his hit boxes are really good for trying out and performing combos. Sheeva I found it nearly impossible when I was trying because of her odd shap. Liu Kang I found almost impossible because of his different height in air. The female ninjas could be actually pretty easy to do if you get the timing just for them because their hitboxes are off. There are actually hit boxes that extend pretty far below them in air, so the second HP won't actually touch them but it will still hit them.
I suggest trying Jax. He was may favorite target for the UMK3 and MKT combo vids.

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i still prefer Liu Kang for this Reptile juggle


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Kaillera: Private J0k3r
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Thanks for all the tips. I was just practicing my combos for about 20 minutes and I managed to get 6HPs in. Just need to keep practicing my timing.


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When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
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6 HPs is pretty good if you can get it in a combo, it'll be like 50+% if you get it witha 3 hit pop up or a juggle with forceballs and an uppercut.
I have practiced it and recorded to review how much they drop each time, and as far as I can tell, if you could program a macro to do it perfectly each time, it could simply be an infinite, or, they drop like 1 pixel each juggle or something which would result in an insane amount of hits, but easily reach 100% before they are out of punching range. Generally they drop a significant amount because any more than 6 HPs in a combo is almost unconventional, I usually stop at 4 to be safe, but I also am usually playing as Reptile online. This one guy Darick from Virginia can get 6 HPs, then LP HP pretty consistantly in game, made his Reptile a force because the extra damage he needs to be a contender is delivered, here is an example of his tournament match as Reptile from ECC9:
Reptile Match with Juggling
You can see at one point he commits to the canceling of the HPs so specifically that he winds up getting blocked on the dash move without even connecting, that means he did the HP HP assuming it would hit, and ignored the HP HP attack, essentially storing the taps in the RAM of his brain while accessing the B,F LK and doing it regardless, because he knows it's not going to work right any other way.
Matt
I have practiced it and recorded to review how much they drop each time, and as far as I can tell, if you could program a macro to do it perfectly each time, it could simply be an infinite, or, they drop like 1 pixel each juggle or something which would result in an insane amount of hits, but easily reach 100% before they are out of punching range. Generally they drop a significant amount because any more than 6 HPs in a combo is almost unconventional, I usually stop at 4 to be safe, but I also am usually playing as Reptile online. This one guy Darick from Virginia can get 6 HPs, then LP HP pretty consistantly in game, made his Reptile a force because the extra damage he needs to be a contender is delivered, here is an example of his tournament match as Reptile from ECC9:
Reptile Match with Juggling
You can see at one point he commits to the canceling of the HPs so specifically that he winds up getting blocked on the dash move without even connecting, that means he did the HP HP assuming it would hit, and ignored the HP HP attack, essentially storing the taps in the RAM of his brain while accessing the B,F LK and doing it regardless, because he knows it's not going to work right any other way.
Matt


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Kaillera: Private J0k3r
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MK2kungbroken thanks for posting again man. I saw what you were talking about in the vid, where he gets blocked assuming that the HPs will connect. I wish I could play reptile like that guy. I noticed that he always ran up and kept tapping LP while right next to his opponent. I have played many players on kaillera that do this too, but I don't know what the idea of the strategy is. I'm sure that there is one but I just don't know it. I've been trying to do the LP uppercut after the dash using reptile. But it seems like I'm doing it too slow, because I do the crouch LP, then reptile's arm goes out, then I have to wait for it to come back in, then hit HP. However by that time I always miss. And it looks like on the combo vids that the uppercut comes immediatly after the crouch LP? Finally how did you ever learn so much about MK. I have been playing all my life, in the arcades, and now on the home consoles. But I would never have even thought to record a combo and analyze the frames and how far the character falls after the HPs. Just curious. Thanks man.


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When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
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It's all about timing things to the frame, it's not quite as difficult as it sounds though. Initially learning the timing for things might be tough, but once you do it becomes routine. In order to get that uppercut out instantly, you have to make sure you put a tiny little pause between to D+LP and the D+HP, it's a matter of getting things to activate upon the very frame they are available to happen, I think this concept was named for Tekken called "Just frames" and it's now being used in a variety of other games. Analyzing frames for things really only became an issue when making some of the combos in order to determine if some questionable things were possible, I never did it really for gameplay other than rough subconscious estimations on the fly. Once local competition was all but gone and all I had left was MKT against a few friends, we started trying to make big combos for fun. This effort died out because we had no method of recording the combos. Eventually I got a really fast computer in the late summer of 2003, and we started cracking down some serious combos and the series of darktemplarz video began.
Matt
Matt


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TheProphet, GGs my friend. Give'em Hell.
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I remember specific things that really got us started with this. I am probably a bit off, but specifically I remember MK2 Kung Lao and MK2 Raiden in MKT for PSX. Getting a big combo with Mk2 Kung Lao was not inherently difficult, but we realized quickly that it could be added on to. And Mk2 Raiden I think was the first one where we really went for something tricky. We did reverse lightning to a rising kick starter to his popup to teleport, to hp, hp, jump kick superman. By that point we had already been playing MKT against each other a ton I believe and we just moved on to this.
I think a key factor is that when we played the overall goal was for both of us to get better. It wasn't as much die hard competition as it was training.
I think a key factor is that when we played the overall goal was for both of us to get better. It wasn't as much die hard competition as it was training.


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This reptile combo is one of those combos where some days i can do it easy and other days i keep screwing up i think the highest i ever got was like 11 hits 52 damage.Its a fun combo i still dont make it everytime though.


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TheProphet, GGs my friend. Give'em Hell.
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psyclobex Wrote:
This reptile combo is one of those combos where some days i can do it easy and other days i keep screwing up i think the highest i ever got was like 11 hits 52 damage.Its a fun combo i still dont make it everytime though.
This reptile combo is one of those combos where some days i can do it easy and other days i keep screwing up i think the highest i ever got was like 11 hits 52 damage.Its a fun combo i still dont make it everytime though.
Yeah, when i was first trying to max it out there were literally nights when I could not get even a single repetition. I was convinced that the game somehow disabled something that prevented me from getting it. Of course I was just too tired and worn out, but I still felt that way.
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Pretty interesting videos,hes got there...that reptile video,seems tideous to do after a while ,but im sure with practice any good determined player can pull it off,however......if you are facing a competetive player,you might have a really,really hard time with that combo.


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TheProphet, GGs my friend. Give'em Hell.
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mkflegend Wrote:
Pretty interesting videos,hes got there...that reptile video,seems tideous to do after a while ,but im sure with practice any good determined player can pull it off,however......if you are facing a competetive player,you might have a really,really hard time with that combo.
Pretty interesting videos,hes got there...that reptile video,seems tideous to do after a while ,but im sure with practice any good determined player can pull it off,however......if you are facing a competetive player,you might have a really,really hard time with that combo.
Any precise combos like that are going to be tough in competition. But, the video does give a glimpse at it being used in actual competative play. I remember when i saw this I was really impressed. That was some top notch reptiling.
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Oh yeah i totally agree man,its just like you said,its not impossible to pull off against good comp,but its still highly unlikely,i would say at least 85%-90% probability that your not pulling it off,especially a combo as precise as that one.


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Kaillera: Private J0k3r
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How come in the vid where the guy is using reptile he keeps on running up and hitting LP while the other guy is blocking. I play against a lot of people on kaillera that do this too. I'm just trying to understand the strategy behind it. Thanks guys.


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TheProphet, GGs my friend. Give'em Hell.
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It's a way to lock you down and force you into the corner. It keeps you in one place to chip away at with very little risk. When its done right its referred to as run jabbing.


About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
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Run jabbing is good to force people to stop blocking, if you can mix up run jabs with knee lifts quick enough you can beat out counters to run jabs liek ducking LKs and uppercuts, but some people can react to run jabs so quickly they counter after or even before the first one. Generally in the corner it's good to do, LP, LP, run, LP, LP run, and watch by eye to see what they are going to do, depending on the character I'll do a couple run jabs and cancel with block instead of run incase they attack, like Liu Kang for instance, a lot of people will just sit and wait to Bike kick.
Matt
Matt
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