What's your hardest combo to pull off in MK3?
2D Kombat Klassics
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What's your hardest combo to pull off in MK3?
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posted05/25/2004 08:21 PM (UTC)by

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04/09/2004 05:59 AM (UTC)
My hardest one was sub-zero's seven hit combo that ends in a round-house kick.
Come off it, you're not serious. On Saturn UMK3, I can do this, u+HK/HP/HP/LP/LK/HK/b+HK/HK/LP/b-LP+BLOCK+LK.10-Hits-55%-Corner. I performed it on Cyrax. The Standing HK/LP/and Slide, all hit the opponent in the air, non of this hitting the opponent when they are standing garbage. All my kombos are legit. I can't stand fake kombos.
UMK3 KOMBO KING
UMK3 KOMBO KING


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TheProphet, GGs my friend. Give'em Hell.
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I'd say my hardest combo for MK3 was the Sindel flight cancel corner inf. That took some finger breaking to perfect. Then, it became part of a longer combo:
hp, scream, hp, hp, scream, hp, scream, popup, flight cancel inf.
That was tough, but worth it.
Also, Reptile's dashing juggle mid screen combo in UMK3 was tough and I still haven't gotten all the possible hits of it, since it should be 100% damage. I think I got like 11 hits total with a couple of aa HPs to start it.
Hmm that may be a Saturn exclusive. Saturn is starting to sound more like N64 all the time. I don't think there is an opening for a lp after a standing HK in the corner in the arcade with unmasked sub, or even a HK after sub's combo in the corner for that matter. The roundhouse at the end of that combo has more recovery time then just a roundhouse by itself in the corner, even with the time added from being pushed out of the corner.
The closest thing I can see on the arcade version would be to get the autocombo to a crouch sell kick, where a single kick after the combo would connect and make Cyrax be stunned as if he was ducking and got hit, but it is still unblockable, but with no other hits afterwards.
I'd be interested in seeing some clips of combos for Saturn since I can't see the actual game. I'd love to see the differences between it and the arcade.
hp, scream, hp, hp, scream, hp, scream, popup, flight cancel inf.
That was tough, but worth it.
Also, Reptile's dashing juggle mid screen combo in UMK3 was tough and I still haven't gotten all the possible hits of it, since it should be 100% damage. I think I got like 11 hits total with a couple of aa HPs to start it.
klsadako Wrote: Come off it, you're not serious. On Saturn UMK3, I can do this, u+HK/HP/HP/LP/LK/HK/b+HK/HK/LP/b-LP+BLOCK+LK.10-Hits-55%-Corner. I performed it on Cyrax. The Standing HK/LP/and Slide, all hit the opponent in the air, non of this hitting the opponent when they are standing garbage. All my kombos are legit. I can't stand fake kombos. UMK3 KOMBO KING |
Hmm that may be a Saturn exclusive. Saturn is starting to sound more like N64 all the time. I don't think there is an opening for a lp after a standing HK in the corner in the arcade with unmasked sub, or even a HK after sub's combo in the corner for that matter. The roundhouse at the end of that combo has more recovery time then just a roundhouse by itself in the corner, even with the time added from being pushed out of the corner.
The closest thing I can see on the arcade version would be to get the autocombo to a crouch sell kick, where a single kick after the combo would connect and make Cyrax be stunned as if he was ducking and got hit, but it is still unblockable, but with no other hits afterwards.
I'd be interested in seeing some clips of combos for Saturn since I can't see the actual game. I'd love to see the differences between it and the arcade.


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- 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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lol yeah *not possible on the arcade* comes to mind when I see it's done on a home port. I would be very interested in seeing a Saturn UMK3 combo video as well. Keep us updated. As for the undisputed UMK3/MKT world kombo champions, that's me and DreemerNJ, and that's probably because not many people care enough.
Perhaps some people will come along with more.
As for the hardest combo, one of them would be the Sub-zero corner infinite. anti air HP, freeze, run them into the corner, roundhouse, LP, cancel to ice clone, run back into corner, wait until the very last instant you can still roundhouse them as they fall, then LP in the same manner, cancel to iceclone, repeat. Fucking *tough* to time.
Matt
As for the hardest combo, one of them would be the Sub-zero corner infinite. anti air HP, freeze, run them into the corner, roundhouse, LP, cancel to ice clone, run back into corner, wait until the very last instant you can still roundhouse them as they fall, then LP in the same manner, cancel to iceclone, repeat. Fucking *tough* to time.
Matt
The hardest combos I can pull off is the 100% damage combos. They do work in the arcade, as well as home versions. Timing is the key to keep going. Just pick any fighter that has a pop up combo, except for Reptile, he is the only one that will not work. Pop up combos are combos that end with the opponent going into the air as high as a normal roundhouse. Then when the opponent is in the air, time it just right so when you jump towards them, you hit them with a jump in Low Punch combo starter just right before they hit the ground, and then repeat the combo. It takes time to learn eveyones exact timing on when they fall. The robots, and Sheeva are the easiest to pull off the combos on, everyone else is hard, but everyone can have a 100% damage combo done to them, and it does work on any platform from UMK3 arcade, to the home versions of UMK3, and MK Trilogy. Just to let you know, I do own the UMK3 Arcade machine. 


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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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Which were nicely featured in our UMK3 combos videos =) Up until recently I though Stryker, Sindel and the female ninjas were impervious to them, alas, they are not. Timing on them is crucial though, very difficult indeed.
Matt
Matt
I must say that the Saturn version of UMK3 is totally broken, I mean I've found 100% kombos for 16 different characters. Check out this one for Scorpion.
opponent in the corner/ jump kick with scorpion/ then have the opponent jump on the spot, aim the jump kick to kick the opponent as deep as possible while in the air/when you land do three HK's/b,b+LP/HP,HP,HK,b+HK/standing HK/u+BLOCK. I done this kombo on scorpion. I know it sounds impossible, ending a kombo with a air throw, but since the saturn version is so fast many kombos are possible. I tried to do this with the human smoke, but I just couldn't get the air throw to connect, so I'm not sure if it works with smoke. if you miss the air throw, it's still does 95%.
opponent in the corner/ jump kick with scorpion/ then have the opponent jump on the spot, aim the jump kick to kick the opponent as deep as possible while in the air/when you land do three HK's/b,b+LP/HP,HP,HK,b+HK/standing HK/u+BLOCK. I done this kombo on scorpion. I know it sounds impossible, ending a kombo with a air throw, but since the saturn version is so fast many kombos are possible. I tried to do this with the human smoke, but I just couldn't get the air throw to connect, so I'm not sure if it works with smoke. if you miss the air throw, it's still does 95%.


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TheProphet, GGs my friend. Give'em Hell.
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Wow it sounds like they popup higher or the recovery time does not exist in Saturn, thats crazy. I wish there was a good public Emu for Saturn. Sega made one a while back and you could actually order any Saturn game you wanted for your PC straight from the factory, in Japanese. But I don't think many people did.


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Hahahaha...?
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It's not really a combo, but Jax's Slam Thing.
This is me when I try to do it:
"Umm, Block+HK...uhh...I think...LK+HK? HP+LP? Crap. Forget it."
This is me when I try to do it:
"Umm, Block+HK...uhh...I think...LK+HK? HP+LP? Crap. Forget it."
The only fighter I cannot perform a 100% Damage combo is Reptile. He has a popup combo, and the player goes up high enough, but for some reason, Reptile takes a while before actually jumping when you tell him to jump, and I can never get him in the air in enough time to pull one off. Does anyone, know if he even has a 100% damage combo, and how to do it? 


About Me
TheProphet, GGs my friend. Give'em Hell.
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In the arcade, Reptile's midscreen dashing combo from the combo video should be able to do 100% but its very difficult. For Saturn it sounds like it'd probably be real easy though.


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- 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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The going higher and floating further hinders Reptile's juggle inf, because he doesn't line up perfectly like he does in UMK3. I tried it on Buggy MKT for PSX...=(
Matt
Matt


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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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trynax Wrote: The hardest combos I can pull off is the 100% damage combos. They do work in the arcade, as well as home versions. Timing is the key to keep going. Just pick any fighter that has a pop up combo, except for Reptile, he is the only one that will not work. Pop up combos are combos that end with the opponent going into the air as high as a normal roundhouse. Then when the opponent is in the air, time it just right so when you jump towards them, you hit them with a jump in Low Punch combo starter just right before they hit the ground, and then repeat the combo. It takes time to learn eveyones exact timing on when they fall. The robots, and Sheeva are the easiest to pull off the combos on, everyone else is hard, but everyone can have a 100% damage combo done to them, and it does work on any platform from UMK3 arcade, to the home versions of UMK3, and MK Trilogy. Just to let you know, I do own the UMK3 Arcade machine. |
I just figured out that you can do the EXACT same thing in MK Gold. I'm sure this was known already, but it was news to me. I just found out about the bugfixed "red" version of MK Gold, so I've been playing that one a lot lately. Heh, the first release was so buggy that they needed to make a whole new version, and they STILL missed that glaring mistake. Although our beloved "Maximum Damage" does someone protect this in arcade mode.


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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OTGs are so easy in MK4, you can do a combo on just about anyone, and when they hit the ground run up and do another combo and it counts as part of the combo. On UMK3 there are some specific instances where you can do similar things, however, I believe they are blockable 99% of the time. I didn't realize relaunch combos were in MK4 and G though. Very interesting, since everyone has launcher combos, that means everyone has the same exact infinite.
Matt
Matt


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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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MK2KungBroken Wrote: OTGs are so easy in MK4, you can do a combo on just about anyone, and when they hit the ground run up and do another combo and it counts as part of the combo. On UMK3 there are some specific instances where you can do similar things, however, I believe they are blockable 99% of the time. I didn't realize relaunch combos were in MK4 and G though. Very interesting, since everyone has launcher combos, that means everyone has the same exact infinite. Matt |
Exactly! I wanna try having someone hold down block after I start the combo, just to make SURE it's not counting something that isn't a true combo. But so far I've done it against an inactive second player and against the computer, and it's worked every time, with every combination of people I've used. According to the combo indicator, all the hits "count," and maximum damage will be triggered after enough hits.
It's not as "smooth" as the UMK3 infinites but it's the same theory. After the launcher, follow them with the jump. When you land, just mash HP, you can actually punch the air a couple of times before they even stand up... just keep punching until the combo starts and there's nothing they can do to stop it. Continue with HP,HK,D+HP and repeat.
I haven't specifically tested it with every character, but I don't see why it wouldn't work, since everyone has the same launcher as you said.
Another screwy thing about Gold is that you can still run after a launcher. I mean you can launch them, run all the way to the other side of the screen, and uppercut them back in the other direction, which looks pretty funny. I imagine there must be some pretty ridiculous combo opportunities if you really look for them.
Masked Sub-Zero's Mid-Corner MKT 100%: HP, HP, D+LP, D+HP, timed jumping HP connecting JUST before they hit the ground into same combo, repeat X4, Slide. 100%. Got this off a couple of times on N64, cannot for the life of me get it to work on the PSX version.


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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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klsadako Wrote: Are these re-launching kombos even real, I have a hard time believing that a kombo where a opponents feet leave the ground, then touch back the ground to be real. Where are the real 100% UMK3 kombos. Not these fakes. |
Fake? No.
Cheap? Yes! And not nearly as satisfying as a well-executed "fair" combo. But they do exist, and if you want to see them in action, check out MK2KungBroken's vids in the sticky thread. I'm no combo king but I was able to do the re-launch thing just by watching his vids and copying. I'm not sure if they are in MK Trilogy but they are definitely in UMK3 arcade (I can't vouch for the home versions).
I believe they only work with certain characters, but rest assured they are very, very real.

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Classic Sub Zero's 100% combo in MKT is hard, but can be done w/ much practice - I used to have his and Rain's 100% combo's down. I find it alot harder now...


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- 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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I tried a long time ago to see who was succeptable to who's infinites, and it seems like just about everyone is. Some characters you have to wait a split second before jumping, so don't hold up + forward after the launcher for everyone, like Kano, Sonya, Ermac, Human Smoke. Launch, pause ever so briefly, then jump and land the punch the instant before they touch the ground. Kabal, Sub-zero, and a couple others you can hold up+forward afterwards. Reptile and Sheeva are the only ones who can't do this because Reptile has a long delay after his launcher, and Sheeva's launcher doesn't hit them far enough away. On the buggy version of MKT, and MKT for PC, with every character you have to pause a bit longer than the arcade, and for the ones you could just hold up+forward you have to pause for as well. On the great hits version on PSX the timing is the same as UMK3 arcade compensating for the 33% speed increase. Like they said, watch the videos and you will see the combos not only being abused as infs, but how to use them in the middle of combos. The easiest to get them on are Sheeva and the Robots, the Nightwolf and Kung Lao, Jax is pretty easy too, Sub-zero, the Male Ninjas, and so on and so forth. The female ninjas, Sindel and Stryker are the hardest, but I tried again recently and I'm pretty sure just about everyone can relaunch them. The timing is pretty hard for these but I was playing a guy last night and getting the left and right on him so it's all a matter of frame of mind. It's possible to do these and have the be successful, blockable, miss, or hit too early, so the timing has to be absolutely frame perfect for most characters except the Robots and Sheeva.
To check out the videos again, UMK3 Combo Videos
Matt
To check out the videos again, UMK3 Combo Videos
Matt
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