Last update 1/19/06
By Matthew Ryan Luongo (AKA Shock/Sinala/MK2KungBroken)
E-mail suggestions to: TakerECW@aol.com (include credit info)
This guide is intended for UMK3 arcade, but includes PSX MKT character info as
well.
Abbreviation Key:
PS = Punch starter
KS = Kick starter
U = UP
D = Down
B = Back
F = Forward
HP = High Punch
LP = Low Punch
HK = High Kick
LK = Low Kick
BL = Block
R = Run
aa =Anti Air
JP = Jump Punch
JK = Jump kick
RH = Roundhouse
INF = Infinite
Damage Per Move (For reference)
UMK3 Characters (any moves that repeat per character are the usually same
damage unless noted)
Fan Toss: 13% (activates DP and double DP after the fan lift actives DP)
Square Wave Punch: 16%
Force Ball: 11% (DP)
Acid Spit: 9%
Elbow Dash: 8%
Slide: 8%
Leg Grab: 21.5% (is damage protected regardless at 3 hits before it connects,
and does double damage protection if in an auto combo)
Rings: 11.5%
Bike Kick: 13%
Missile: 10%
Air Throw: 15.5%
Fist Dash: 13%
Ground Pound: 12.5%
Gotcha: 21%
Axe: 11% (DP)
Tackle: 14.5%
Arrow: 9.5%
Dash Kick: 11.5%
Boomerang: 12%
Teleport Punch: 9% (DP)
Harpoon: 5%
Manhandle: 18.5%
Cannon Ball: 14.5%
Knife Uppercut: 15.5%
Knife Throw: 11%
Air Throw (Kano): 9.5%
Roll: 9.5% (DP)
Sai Shot: 9.5%
Drop Kick: 14.5%
Green Spark: 12%
Telekinetic Slam: 5.5%
Teleport Uppercut: 9.5%
Smart Missile: 12%
Dumb Missile: 12%
Mouth Fireball: 12%
Baton Throw: 19%
Baton Trip: 15.5%
Grenade: 12.5%
Riot Gun: 12% (DP)
Air Grab: 15%
Bomb: 11%
Hat Spin: 13% (DP)
Hat Throw: 12%
Dive Kick: 9%
Spin: 0%, but less than 1% when in a broken Auto Combo
Ground Saw: 11%
Eyelaser: 15.5%
Teleport Stomp: 19%
Ground Stomp: 15%
Fireball: 15.5%
Skull: 8%
Eruption: 5%
Dragon Fire: 13%
Dragon Kick: 14%
Bicycle Kick: 12%
MKT
Shadow Kick: 18%
Shadow Uppercut: 17.5%
Green Ball: 13%
Disabler: 3.5% (DP)
Teleport Slam: 21% (Double DP)
Clone Toss: 5% (DP)
Blade Fury: 21.5%
Blade Spark: 14.5%
Blade Swipe: 13%
Blade Spin: 19.5%
Electricity: 13.5%
Superman: 18%
Shock Grab: 19.5%
Rain Roundhouse: 8.5% (DP)
Lightening Bolt: 10.5% (DP)
Rain Ball: 11.5%(DP)
Knife Throw: 11.5%
Knife Uppercut: 21.5% (DP)
Ground Pound: 13%
Sonic Wave: 11%
Gotcha: 21.5%
Back Breaker: 16%
Shao Kahn
Hammer: 24%
Laser: 21.5%
Grab and slam: 24.5%
Throw: 24.5%
Punch: 21%
Kick: 24%
Uppercut: 24.5%
Double Axe Handle: 21%
Arrow: 25%
Should Tackle: 19.5%
Knee Lift: 19.5%
Kintaro
Grab: 24.5%
Throw: 24.5%
Fireball: 24.5%
Teleport Stomp: 21.5%
Punch: 24.5%
Kick: 32.5%
Uppercut: 24.5%
Backhand: 14.5%
Motaro:
Grab: 24.5%
Throw: 24.5%
Tail Laser: 19.5%
Punch: 24.5%
Kick: 29%
Sweep: 19.5%
Goro:
Spin: 19.5%
Fireball: 24.5%
Grab: 24.5%
Punch: 24.5%
Kick: 32.5%
Uppercut: 24.5%
Throw: 24.5%
Throws:
Kitana, Nightwolf, Jade, Sektor, Sindel, Stryker, Kung Lao, Kabal, Shang Tsung,
Robot Smoke: 19%
Reptile, Sonya, Scorpion, Kano, Mileena, Classic Sub-zero, Ermac, Sub-zero, Liu
Kang, Human Smoke: 14.5%
Jax: 6% for each of 4 possible slams
Cyrax: 8% (activates DP)
Sheeva: 21%
Johnny Cage, Noob Saibot: 19.5%
Baraka, MK1 Raiden, Rain, MK1 Kano: 14.5%
MK2 Raiden: 12.5%
MK2 Jax: 17.5% for one, 23% for two, 29% for 3, and 35.5% for 4
MK2 Kung Lao: 18%
Update includes: some new combos and some listed as "Best Punisher" or (BP)
means it's the best combo you can get mid screen on most characters who go
into punishment mode off a blocked attack, at least for now. Eventually I
might list character specific best case scenario punishers because of
collision detection. Not all the BPs may mathematically be the best combo
you can get but they are listed as remotely conventional. In some cases you
can get these punishment combos off a single aaHP with some adaptation.
Before the list of usable in-game combos is given, it might also be beneficial
to explain a few things about the game when it comes to comboing and juggling.
Auto-combos are the pre-programmed combos characters have to establish their
power of ground attacking. Some characters have longer, more powerful ground
combos to make up for weaknesses in mobility or special moves, like Sheeva.
Her ground combo linked off a jump punch is 51% damage and that means two of
these and you win, however the probability of connecting one of these in a
round is slim, let alone two. Other characters have short, low damage ground
combos because they have great special moves, or, insane juggling capability.
For instance, Ermac and Human Smoke have nothing higher than 24% ground combos
but can achieve insane amounts of damage through juggling. Both characters
possess 100% combos (however in most if not any cases applicable to actual
gameplay, neverless, still there).
Juggle means exactly what it sounds like. Keeping your opponent in air with
hits without letting them touch the ground. Some characters are harder to
juggle than others due to their collision boxes. For example, Shang Tsung has
a very strange hit box, making two standing HPs difficult to connect all the
time, especially if he is falling away from you. Other characters are too
easy to juggle, like Jax. His collision box is spread out nicely so a lot of
things are possible on him specifically that aren't on other characters.
OTG means off the ground, and in most cases, OTGS are impossible in MK because
the character can block the instant they touch the ground in a situation
where they wouldn't be juggled. There are special cases where this is not so.
For characters who have pop up combos, most of them (all but Sheeva and
Reptile) have the ability to jump in sync with the falling opponent, and land
next to them. Before the opponent lands you can connect a jump punch and
repeat the pop up combo. This should technically be impossible but for some
reason the game thinks the character should be standing up when they are hit
and not juggled. There is a very small window of availability for this, and
not all characters can do it to every character. It once again depends on
their collision boxes.
Damage protection is activated when a character does an attack that reduces
the remaining attack damage to 50% each additional hit, and in some cases, 25%
the damage. This can be activated by a number of things. Specifically, if
any characters connects a jump kick on a standing opponent, it will activate
damage protection, but if you connect a jump kick while your opponent is in
the air, it will not activate damage protection. This is why Robot Smoke's
bread and butter combo does so much more damage when you beat someone out of
a dueling jump kick in air. Any autocombo will activate damage protection,
even if the combo is blocked at the beginning and not in the middle, and thus
meaning there is no way to deactivate damage protection in a juggle through
any known reset except in one case. Kabal does his pop up combo, it is blocked
and only the uppercut connects, you can spin your opponent before they hit the
ground. If they drop out of the spin, on the way down you can juggle them for
full damage, however, if the character has an air attack, they can escape the
fall out with it. This also works if you do a jump kick on a grounded
opponent, spin, and let them fall out.
Other moves that activate damage protection, or are specifically affected by
it, or have special damage protection properties:
Kitana's Fan Lift
Kitana's Fan
Scorpion, Ermac, and Human Smoke's Teleport Punch
Reptiles Forceballs
Kung Lao's Spin
Stryker's Riot Gun
Nightwolf's Axe Uppercut
Mileena's Roll
Noob Saibot's Teleport Slam
Rain's Lightening
Rain's Raindrop
Rain's Roundhouse
MK1 Kano's Knife Spin
Liu Kang's uppercut in his pop up does almost unnecessary damage protection
Sub-zero's LP in his ground combo without a starter does weird damage
protection
Kabals blades in his combo do weird damage protection but do not change the
outcome of the rest of the hits in the combo
Sonya's Leg Grab is double damage protected when you combo 3 hits before it,
and quadrouple double damage protected if you autocombo before it (DP from
auto, DP from its personal properties). 21% regular, 5% DDPed, 3% QDPed only
because the connection of the grab decides to do damage at this point, and if
you were to be Shang Tsung, do Liu Kang's pop up combo, morph back, morph to
Sonya, it does under 2% damage, but why would anyone but me try that? It's
also possible to get normal DP on Snoya's leg grab, but just to see it is more
difficult than it's worth. Do her combo, have it all blocked but the uppercut
and then leg grab and it'll do about 10.5%-11% but that is to show it still
follows the rules of the game and isn't magical.
If I forgot any instances I'll add them later.
It is in your best interest when doing a punisher combo, or, a combo that is
free to deal out when a character does a move which puts them in a position
where they are in the air and cannot block, to try avoiding moves that
activate damage protection if possible. For instance, if you are Scorpion and
Smoke teleport punches you, you block it, generally in that situation you will
see someone do a standing HP, maybe two, but we'll go with the sadder one, and
then a spear, into ground combo, resulting in 6 hits 35%. That is lame and
for noobs. You wanna really make them pay for doing a stupid teleport punch,
and what you can do in the most efficient bang for your buck is, take a small
step in, HP, HP, JK, teleport punch, spear, ground combo resulting in 9 hits
51%, from Scorpion! It is also theoretically possible, however more difficult
to get, HP, HP, JK, spear, 4 hit autocombo, 8 hits 57%. By not connecting the
teleport punch, you are avoiding damage protection, and making up for the lost
damage of the teleport punch through gainging full damage from the spear and
autocombo. Depending where you are on the screen when you get the first two
HPs, it is also possible to get HP,HP, teleportpunch to the other side without
hitting, then HP, HP again, spear, 4 hit ground combo, 9 hits 55%. If you can
do this, you might want to try upping the devastation a little more with, HP,
HP, teleport punch miss, HP, JK, spear, 4 hit autocombo, 9 hits 64%. So here
we have gone in one instance, you have a choice of a wonderment of different
punishers, the maximum damage you can achieve in any given situation, and it
is all up to you, the player. You can stick with your inadequate 35%, or try
to reach nearly 60%, with everyone's favorite, Scorpion. Now pick Smoke and
see just how much more you can do! Also, a lot of Kitana players are obsessed
with her fan lift, and it crushes damage in her combos. If you block a move
that is punishable, and do her fan lift just to get the cliched JK, fan throw
run in HK or uppercut combo, you're looking at best, 25%. If you really get
the timing down, HP, HP, JK, fan throw, run in HK is easily possible, and that
is about 50%.
This is the best way to get people to understand it. It's not all just about
punishers, it's not all about big combos, it's about winning. You have to
remember that applying tactics is at least 90% of the game, and the big combos
come to those of us who know the tactics so well that anyone who isn't up to
par is going to get hurt. You'll notice in competitive play, a lot of the
damage is chip damage, and very little comboing at all, but when the combos do
happen, they happen big like the above mentioned 64%, but no one who is
serious about competitive MK would ever use Scorpion...
Onto the combo list, remember to refer to the legend on the top to understand
the abbreviations.
For all ground combos, you can add a jump punch either jumping straight up,
forward or back and it will add to the combo, or add a straight up jump kick
as well, which does a little more damage. For all damage readouts, I will
include the % for the punch starter, then the kick starter after, inferring
1 more hit.
Kitana
Basic Combos:
1. HP, HP, B+LP, F+HP 4 hits 25% (PS 35%, KS 37%)
2. HK, HK, LK, B+HK 23%, 33%, 34%
Basic Juggles:
1. fan lift, JK, Fan, R, aaHP, JK 5 hits 25%
2. fan lift, JK, Fan, R, D+HP 4 hits 25%
Advanced Juggles:
1. KS, HP, HP, B+LP, F+HP 6 hits 43% (works on all male characters except Shang)
2. aa (HP HP), JK, fan, R, HK, 4 hits 49%
3. aa (HP HP), JK, fan, wave punch, 4 hits 50%
4. aa (HP HP), JK, fan, R, aa (HP HP), JK or Wave Punch 7 hits 56% (BP)
5. (corner) aaHP, JK, fan, JK, RH, HK 6 hits 59%
Reptile
Basic Combos:
1. HP, HP D+LP 3 hits 18%, 27%, 29%
2. HK, HK B+HK 3 hits 21%, 30%, 32%
3. HP, HP, HK B+HK 4 hits 24%, 33%, 35%
Basic Juggles:
1. HP, HP D+LP, Fast Forceball, uppercut 5 hits 34%
2. HP, HP D+LP, Fast Forceball, aa(HP,HP), acid spit 7 hits 33% (slide 32%)
3. HP, HP D+LP, Fast Forceball, aa(HP,HP), elbow dash, uppercut 7 hits 40%
4. Fast Forceball, aaHP, Slow Forecall, aa, HP, HP, acid spit 6 hits 29%
(slide 28%)
5. Slow Forceball, aaHP, Fast Forceball, aa(HP,HP), JK, slide, 7 hits 36%
Advanced Juggles:
1. HP, HP D+LP, Fast Forceball, aa(HP,HP), elbow dash, aa(HP,HP), elbow dash,
uppercut, 9 hits 46% (see how many elbow dash cancels you can get, DreemerNJ
has gotten up to 5 whiffs {12 HPs}on certain characters)
2. Slow Forceball, aaHP, Fast Forceball, aa(HP,HP), elbow dash, aa(HP,HP),
elbow dash, uppercut 8 hits 42% (Again try for more dash cancels)
3. Slow Forceball (at about half screen distance which sometimes makes people
jump in) aaRH, (they hit the forceball) aaHP, fast forceball, aaHP,HP, elbow
dash,aaHP,HP, elbow dash, D+LP, D+HP 10 hits 61% (it is relatively easy to get
2 more aaHPs but for conventionalism's sake I'll use two as the example)
4. Try to get a simple aaHP,HP, elbow dash whiff, aaHP,HP, elbow dash whiff,
D+LP uppercut, does almost 50%, but you can attempt more HPHPs.
Sonya
Basic Combos:
1. HP, HP, LP, B+HP 4 hits 22%, 31%, 33%
2. HK, HP, HP, LP, B+HP 5 hits 27%, 37%, 39%
3. HK, HK, HP, HP, LP, B+HP 6 hits 31%, 41%, 43%
4. HK, HK B+HK 3 hits 18%, 28%, 30%
5. HP, HP U+LP 3 hits 18%, 27%, 29%
6. HK, HP, HP, U+LP 4 hits 23%, 33%, 34%
7. HK, HK, HP, HP, U+LP 5 hits 27%, 37%, 39%
Basic Juggles:
1. KS, HK, HK, HP, HP, U+LP, aaHP, rings, 8 hits, 47%
2. KS, HK, HK, HP, HP, U+LP, JK, leg grab, 8 hits, 50%
Advanced Juggles:
1.(Near corner on teleporters especially) aaHP, RH, leg grab, 3 hits 45% (Any
more than 2 hits before her leg grab, no matter how they are performed, the
leg grab will do about 5%-3% damage)
2. KS, HK, HK, HP, HP, U+LP, R, aaHP,(HP on Jax and a couple others), JK, leg
grab, 9 hits 53%, 10 hits 56% or, instead of JK, leg grab, do deep JK, standing
HK, for 54%. On Jax and possible Stryker and Sub and other, you can do deep JK,
aaLP, JK, leg grab, for 60%
3. aaHP, JK, leg grab 3 hits 43% (BP)
Jax
Basic Combos:
1.HK, HK, B+HK 3 hits 19%, 28%, 30%
2.HP, HP, BL, LP, B+HP 5 hits 24%, 33%, 35%
3.HK, HK, D+HP, HP, BL, LP, B+HP 7 hits 33%, 43%, 45%
4. aaHP,HP, JK, backbreaker about 45% (BP)\
Combo Juggles:
KS, HK, HK, D+HP, HP, BL, LP, and your choice of sweep, LK, or HK, which will
be unblockable and work on various characters, doing more damage than his
B+HP, 8 hits, 49%-50%
Corner Combos:
1. KS, HK, HK, D+HP, HP, BL, LP, B+HP, aaHP, gotcha 14 hits (approx 60%
because the damage readout isn't correct and says 69%)
2. KS, HK, HK, D+HP, HP, BL, LP, B+HP, aaHP, dash punch, Jump Up, backbreaker,
10 hits 54% + backbreaker damage
Nightwolf
Basic Combos:
1. HK, HK, B+HK 3 hits 19%, 28%, 30%
2. HP, HP, LP, D-F HP 4 hits 23%, 33%, 34%
3. HK, HP, HP, LP, D-F HP 5 hits 28%, 38%, 40%
4. HP, HP, LP, HK 4 hits 22%, 31%, 33%
5. HK, HP, HP, LP, HK 5 hits 27%, 37%, 39%
Basic Juggles:
1. KS, HK, HP, HP, LP, D-F HP, shoulder tackle 7 hits 47%
2. In corner against Robots, Sheeva, Kano, and Kabal, HK, HK B+HK repeat (inf)
Advanced Juggles:
1. aaHP,HP, JK, arrow 4 hits 38% (BP)
2. (in corner) aaHP, JK, aaHP, shoulder tackle, shoulder tackle 5 hits 57%
3. On male ninjas, KS, HK, HP, HP, LP, D-F HP, axe, axe, axe, HK 58%
4. KS, HK, HP, HP, LP, D-F HP, axe, R, HP, shoulder tackle 9 hits 59%
5. KS, HK, HP, HP, LP, D-F HP, axe, R, HP, axe, shoulder tackle 10 hits 61%
6. on Sub-zero, Jax, Stryker, Kabal, Kano, and a few other characters, KS, HK,
HP, HP, LP, D-F HP, axe, axe, aaHP, axe, aaHP, shoulder tackle 11 hits 64%
Jade
Basic Combos:
1. HP, HP, D+LP, D+HP 4 hits 22%, 31%, 33%
2. HK, HK, LK, B+HK 4 hits 23%, 33%, 34%
3. HP, HP, D+LP, LK, HK, LK, B+HK 7 hits 25%, 34%, 36%
Basic Juggles:
1.(Credit to Rob Sigley) HP, HP, D+LP, D+HP, D+LK 24%, 33%, 35% (limited to
character size)
2. HP, HP, D+LP, D+HP, LK 28%, 37%, 39% (even more limited)
3. HP, HP, D+LP, D+HP, HK 29%, 39%, 40% (Jax, Unmasked Sub, Sheeva...)
Advanced Juggles:
1. run out of corner under jumping opponent, RH, dash kick, RH, R+HK, 4 hits
60%
Scorpion
Basic Combos:
1. HP, HP, U+LP 3 hits 19%, 27%, 29%
2. HP, HP, HK, B+HK 4 hits 24%, 33%, 35%
3. HK, HK, LK, LK 4 hits 23%, 33%, 34%
Basic Juggles:
1. JK, teleport punch, spear, HP, HP, HK, B+HK 7 hits 33%
Advanced Juggles:
1. aa(HP,HP), teleport punch whiff, aa(HP,HP), harpoon, HP, HP, HK, B+HK 9
hits 55%
2. aaRH, teleport punch, R, aa(HPHP), harpoon, HP, HP, HK, B+HK 9 hits 46%
3. aaHP,HP, JK, teleport punch, harpoon, HP, HP, HK, B+HK 9 hits 51%
4. aaHP,HP, teleport punch whiff, aaHP, JK, harpoon, HP, HP, HK, B+HK 9 hits
64% (BP)
Kano
Basic Combos:
HK, LP 2 hits 15%, 24%, 26%
HK, D+LP, D+HP 3 hits 19, 28%, 30%
HK, HK, LK, B+HK 4 hits 23%, 33%, 34%
HP, HP, LP 3 hits 18%, 27%, 29%
HP, HP, D+LP, D+HP 4 hits 22%, 31%, 33%
HP, HP, HK, LK, B+HK 5 hits 26%, 36%, 37%
Basic Juggles:
1. KS, HP, HP, D+LP, D+HP, JK, air throw 7 hits between 45% and 50%
2. KS, HP, HP, D+LP, D+HP, mandhandle 6 hits about 40% (says 34%)
3. KS, HP, HP, D+LP, D+HP, aaHP, knife throw, 7 hits 42% (Knife uppercut 44%)
Advanced Juggles:
1. KS, HP, HP, D+LP, D+HP, deep JK with LK and charge LK, mandhandle, release
for cannonball, 8 hits about 65% (says 7 hits 54%)
2. (In corner especially against teleporters) aaHP, JK, aaHP, mandhandle,
cannonball, 5 hits about 65%
3. KS, HP, HP, D+LP, D+HP, aaHP, JK, cannon ball 8 hits 51%
4. aaHP,HP, JK, cannonball 4 hits 43% (BP)
Mileena
Basic Combos:
1. HP, HP, U+LP, D+LP 4 hits 22%, 31%, 33%
2. HP, HP, HK, HK, U+LK, U+HK 6 hits 30%, 30%, 32%
3. HK, HK, U+LK, U+HK 4 hits 23%, 33%, 34%
4. HP, HP, HK, HK, D-F LK 5 hits 24%, 27%, 29%
5. HK, HK, D-F LK 3 hits 16%, 26%, 28%
Basic Juggles:
1. KS, HP, HP, HK, HK, D-F LK, JK, sai 8 hits 42%
2. KS, HP, HP, HK, HK, D-F LK,
Advanced Juggles:
1. roll, R, HP, roll, R, HK, 4 hits 24%
2. aa(HP,HP), roll, RH 4 hits 31%
3. aaHP, JK, roll, R, aaHP, HK 5 hits 42%
4. aaHP, JK, roll, JK, sai, 5 hits 44%
5. aaHP, JK, roll, R, aaHP,HP, JK, sai shot 7 hits 50% (BP)
Ermac (AKA "Options", there's so many variations here that I will only list a
few, it's fun to figure out Ermac combos on your own)
Basic Combos:
1. HK, LP 2 hits 15%, 24%, 26%
2. HP, HP, B+LP, D-F HP 4 hits 19%, 29%, 31%
3. HK, HK, LK, B+HK 4 hits 23%, 33%, 34%
4. HP, HP, B+LP, HK, LK 5 hits 24%, 34% 35%
Basic Juggles:
1. HK, LP, JK, teleport punch, telekentic lift (TKS), aa(HP,HP) fireball 7
hits 42% (says 39%)(with HK 43%, says 40%)
2. KS, HK, LP, aaHP, TKS, aaHP,HP, fireball 7 hits 45%
3. JK, TKS, aa(HP,HP), teleport punch whiff, aaHP, TKS, aa(HP,HP) fireball 9
hits 40% (says 7 hits 37%)
4. TKS, aa(HP,HP), teleport punch whiff, aa(HP,HP), TKS, uppercut 7 hits 58%
says 5 hits 48%)
5. TKS, aa(HP,HP), teleport punch whiff, aa(HP,HP), TKS, aa(HP,HP), fireball
9 hits 61%, (says 7 hits 51%)
Advanced Juggles:
1. TKS, aa(HP,HP) teleport punch whiff, aa(HP,JK), TKS, aa(HP,HP),JK 9 hits
74% (says 7 hits 64%) (add another aaHP on some characters at the end for
6-7%
more, or aaHP,HP aaHP, fireball on anyone for 78% (reads as 67% but 11% for
two lifts)
2. TKS, aaRH, teleport punch, aaHP, TKS, aa(HP,HP), aaLP, fireball 9 hits
50%
(says 7 hits 44%)
3. KS, HK, LP, JK, TKS, R, bouncing hit HK, LP, R, HP, fireball 9 hits 55%
(says 8 hits 51%)
4. aaHP, TKS, aaHP,HP, JK, TKS, aaHP,HP, aaHP, fireball 78% or JK on the
male ninjas, female ninjas, Jax, Stryker, and Zub-zero, Kano, and possible
others for 82% the first two HPs must hit almost as they flip over Ermac
but he keeps them in front of him, then cancel it with a run jab to give
Ermac some slack on the walking, another aaHP, cancel with run, JK.
5. (Corner 100% combo) TKS, aa(HP,HP), JK, RH, TKS, aa(HP,HP), JK, RH
6. (Corner 100% combo) aaRH, TKS, aa(HP,HP) aaHP, TKS, aa(HP,HP), JK, RH,
R+LK
There's at least 25 minor (1 hit difference) to major (almost completely
different hits) variations of Ermac corner 100%s. His best possible
punisher combo is next to impossible to do in game. All the above listed
combos are acceptable as they do over 50% for the most part I believe.
Classic Sub-Zero
Basic Combos:
HK, B+HK, F+LK 3 hits 19%, 28% 30%
HP, HP, D+LP, D+HP 4 hits 22%, 31%, 33%
HP, HP, F+LK, B+HK, F+LK 5 hits 26% 28% 30%
Basic juggles:
1. KS, HP, HP, D+LP, D+HP, JK, slide 7 hits 45%
2. aa freeze, aaHP, freeze, aa(HP,HP), JK, slide, 5 hits 43%
3. freeze, cross up jump kick, freeze, aa (HP HP), JK, slide 5 hits 33%
4. aaHP, ground freeze, KS, HP, HP, D+LP, D+HP, JK, slide, 9 hits 51%
Advanced Juggles:
1. aa freeze, aaHP, freeze, aaHP freeze(breaks a rule by canceling before the
punch hits but still connecting)HP,HP, JK, slide, 6 hits 50%
2. aaHP,HP (glitch canceled) ground freeze, KS, HP, HP, D+LP, D+HP, JK,
slide, 10 hits 58% (BP)
Unmasked Sub-Zero
Basic Combos:
1. HP, HP, B+HK 3 hits 18%, 27%, 29%
2. HP, HP, LP, B+HK 4 hits 22%, 31%, 33%
3. HK, HK, B+HK 3 hits 19%, 28%, 30%
4. HP, HP, LK, HK, B+HK 5 hits 26%, 28%, 30%
5. HP, HP, LP, LK, HK, B+HK 6 hits 23%, 33%, 34%
Basic Juggles:
1. aa freeze, aaHP, freeze, aa(HP,HP), JK, slide, 5 hits 43%
2. freeze, cross up jump kick, freeze, aa (HP HP), JK, slide 5 hits 33%
3. aaHP, freeze, cross up JK, aaHK or JK 36 and 37% (works well on characters
who are harder to aHPHP juggle)
Advanced Juggles:
1. aa freeze, aaHP, freeze, aaHP freeze(breaks a rule by canceling before the
punch hits but still connecting)HP,HP, JK, slide, 6 hits 50% (BP)
2. aaHP, freeze, push corner, aaHP freeze (gc), aaHPHP, JK, HK, LK 7 hits 69%
(leave off the last LK sometimes if the HK doesn't hit high enough, but a lot
of position can be done during freezes, and if you aren't good at glitch
canceling (gc) leave out the extra HP and you still get 50%
Fun Juggles:
2. throw into corner, freeze before opponent hits the ground, deep JK, freeze,
RH, R+HK 3 hits 47%
2. throw into corner, freeze before opponent hits the ground, deep JK, freeze,
jump over opponent, aa HP glitch cancel to freeze out of corner, jump over
opponent again, aa (HP HP), JK, aa HP, Slide 7 hits 65%
3. throw into corner, freeze before opponent hits the ground, deep JK, freeze,
jump over opponent, aa HP glitch cancel to freeze out of corner, jump over
opponent again, aa (HP HP), JK, HK 6 hits 65%
Sektor
Basic Combos:
1. HK, HK 2 hits 15%, 24%, 26%
2. HP, HP, D+LP 3 hits 18%, 27%, 29%
3. HP, HP, HK B+HK 4 hits 22%, 31%, 33%
4. HP, HP, HK, HK, B+HK 5 hits 26%, 36%, 37%
Basic Juggles:
1. JK, teleport uppercut, JK 3 hits 28%
2. JK, teleport uppercut, aaHP, dumb missile 4 hits 29%
3. KS, HP, HP, D+LP, HP, dumb missile 6 hits 38%
Advanced Juggles:
1. aaJK, teleport uppercut, aaHP, dumb missile, 4 hits, 43%
2. aaHP, teleport uppercut, aa(HP,HP) JK, 5 hits 45%
3. Smart missile, cross up JK, teleport punch, aaHP, dumb missile (or JK) 5
hits 35%
4 . aaHP,HP (glitch cancel suprisingly easy on male ninjas) teleport uppercut,
aaHP,HP, JK 6 hits 51% (BP) (it is also possible to glitch cancel off a HP,JK)
4. KS, HP, HP, D+LP, aaHP, JK 6 hits 40%, add an extra aaHP on some characters
like Jax for 43%
Sindel
Basic Combos:
1. HK, HK, B+HK 3 hits 19%, 28%, 30%
2. HP, HP, D+HP 3 hits 19%, 29%, 31%
3. HK, HP, HP, D+HP 4 hits 27%, 36%, 37%
4. HP, HP, LP, HK 4 hits 25%, 35%, 37%
5. HK, HP, HP, LP, HK 5 hits 33%, 42% 44%
Basic Juggles:
1. HK, HP, HP, D+HP, aaHP, fireball 7 hits 47%
2. HK, HP, HP, D+HP, JK, air fireball 7 hits 52%
Advanced Juggles:
1. aaHP, scream, aaHP,HP scream, aaHP, scream, HK, HP, HP, D+HP, R, aa(HP,HP),
JK, airfireball, 12 hits 73% (says 9 hits) some characters you can only get
aaHP, or aaLPLP, or aaLPHP, mix it up and figure out the best juggle.
Stryker
Basic Combos:
1. HK, LK, B+HK 3 hits 19%, 28%, 30%
2. HK, LK, B+LP, B+HK 4 hits 23%, 33%, 34%
3. HP, HP, LP 3 hits 18%, 27%, 29%
4. HK, HP, HP, LP 4 hits 23%, 33%, 34%
Basic Juggles:
1. aa riot gun, R, aa(HP,HP) grenade 4 hits 24%
2. KS, HK, HP, HP, LP, riot gun, R, aa(HP,HP) grenade 9 hits 53%
Advanced Juggles:
1. KS, HK, HP, HP, LP, riot gun, baton dash whiff, aa(HP,HP), riot gun repeat
across screen til you get to the wall.
2. (Near corner) KS, HK, HP, HP, LP, riot gun, deep JK, aaLP, riot gun, deep
JK, aaLP, riot gun repeat (inf)
3. aaHP,HP, riot gun, baton dash whiff, repeat til corner (BP)
Cyrax
Basic Combos:
1. HK, HK, B+HK 3 hits 19%, 28%, 30%
2. HP, HP, LP 3 hits 18%, 27%, 29%
3. HP, HP, HK, HP, HK B+HK 6 hits 30%, 40%, 42%
Basic Juggles:
1. aa net, aa(HP,HP), aa net, aa(HP, HP) air throw 5 hits 41%
2. throw, aaLP, net, aaHPHP or JK, air throw 25-26%
Advanced Juggles (There are tons of bomb variations that require set ups,
here's a simple one):
1. Bomb, RH into bomb, aa(HP,HP) air throw, 5 hits 56%
2. aaHP, net, aaHP, net, aaHP,HP air throw 5 hits 41%
3. aaHP, net, aaHP, net, JK, air throw 5 hits 41%
4. aaHP, aaHP, net, deep JK, aaHP, air throw 5 hits 50%
5. (corner) aaHP, aaHP, net, JK, RH, air throw, 61%
6. (corner) aaHP, net, JK, net, JK, RH, HK (or air throw) 5 hits 69%-70%,
only works on some characters, situation generally does no present itself,
but some position can be done in the corner while they are in the net,
timing is crucial
Kung Lao
Basic Combos:
1. HP, LK, B+HK 3 hits 18%, 27%, 29%
2. HK, LK, HK 3 hits 19%, 28%, 30%
3. HP, LP, HP, LP, LK, LK, HK 7 hits 34%, 44%, 46%
Basic Juggles:
1. aa Spin, R, aa(HP,HP) hat throw, 4 hits 25%
Advanced Juggles:
1. aa Spin, R, aaHP, JK, whiff dash kick, aaHP, hat throw, 5 hits 33%
2. spin, R, aaHP,HP, JK or JP, whiff dash kick, aaHP, repeat across screen
3. (In corner or from previous combo) spin, JK, spin (inf, and there are tons
of moves you can throw in for variety, Kung Lao can spin off just about all
his normals and the hat throw)
4. aaHP,(HP- may be necessary) JK, whiff dash kick (repeat til corner or dead)
Kabal
Basic Combos:
1. HP, HP, D+HP 3 hits 13%, 22%, 24%
2. HP, HP, HK, B+HK 4 hits 19%, 28%, 30%
3. HK, LK, B+HK 3 hits 18%, 28%, 30%
4. HK, LK, HK, B+HK 4 hits 24%, 34%, 36%
5. HP, HP, D+LP, D+HP 4 hits 17%, 27%, 28%
6. HK, LK, HP, HP, D+HP 5 hits 15%, 25%, 27%
7. HK, LK, HP, HP, HK, B+HK 6 hits 18%, 28%, 30%
8. HK, LK, HP, HP, D+LP, D+HP 6 hits 17%, 27%, 28%
Basic Juggles
1. Spin, KS, HK, LK, HP, HP, D+HP, JK, air fireball, 9 hits 41%
2. aa spin, aa(HP,HP), JK, air fireball 5 hits 42%
3. aaHP, spin, aa(HP,HP), JK, air fireball 6 hits 49%
Advanced Juggles:
2. near corner, spin, KS, HK, LK, HP, HP D+HP, JK at peak, pause and fireball
before you hit the ground, then JK, pause slightly, air fireball, JK,
airfireball (you can get at least 2 JK airfireballs on every character) 2
volleys is 11 hits 56%. 3 is 13 hits 70%
3. aa spin near corner, aa(HP,HP out of skate range) JK, airfireball 2 or 3X
depending, can result in 72-100%, on 2X, stick in a running HK at the end, for
86%.
4. Spin, KS, HK, LK, HP, HP, D+HP, R, aaHP, JK, airfireball 10 hits 44%
5. aaspin, JK, aaLP, JK, airfireball (on male ninjas, Jax, Sub, Stryker) 5
hits 50%
6. aaSUJK, aaspin, JK, aaLP, JK, airfireball (on male ninjas, Jax, Sub,
Stryker) 6 hits 61%
7. aaHP,HP (glitch just frame cancel to spin), aaHPHP, aaHP, JK, airfireball
(on Scorpion, Smoke, and Ermac block teleport punch especially easy, hit them
before they fall out of the spin because they can escape) 8 hits 62%
8. Spin, HKS, HK, LK, HP, HP, D+HP, R, aaHP, JK, air fireball 10 hits 44%
(works on male ninjas, jax, Stryker, and Sub-zero, add a second aaHP on Jax
for 11 hits 47%)
9. JK (grounded) spin, wait till they fall out of the spin, HP, HP, JK, air
fireball 6 hits 59%
10. aaHP,HP (glitch cancel, again easier than you would think) spin, aaHP,HP,
aaHP, JK, air fireball 8 hits 62% (BP) (escapable if timed incorrectly)
Sheeva
Basic Combos:
1. HK, HK, LK, B+HK 4 hits 27%, 36%, 38%
2. HP, HP, LP, F+HP 4 hits 25%, 35%, 37%
3. HP, HP, LP, HK, HK, LK, B+HK 7 hits 42%, 51%, 53%
Basic Juggles:
1. KS, HP, HP, LP, F+HP aaHP, RH 7 hits 48%
2. KS, HP, HP, LP, F+HP aa(HP,HP) fireball 8 hits 51%
Advance Juggles:
1. aa(HP,HP) RH, 3 hits 30%
2. Near corner, KS, HP, HP, LP, F+HP, JK, aa HP, fireball 8 hits 56%
3. Near corner, KS, HP, HP, LP, F+HP, JK, aaHP, teleport stomp 8 hits 57%
Shang Tsung
Basic Combos:
1. HK, HK, B+HK 3 hits 19%, 28%, 30%
2. HP, HP, LP, B+HK 4 hits 22%, 31%, 33%
3. HK, HP, HP, LP, B+HK 5 hits 27%, 37%, 39%
Basic Juggles
1. ground eruption, aa(HP,HP) double fireball 7 hits 43%
Advanced Juggles
Ground eruption from full screen, run inbetween the middle and closest
eruption fireball so the last hit knocks them back infront of Shang Tsung,
and repeat the eruption like this, it is possible to set it up once you get
to the corner to send them the other direction however it is an extremely
difficult juggle, only real set up would be on a turtle in the corner throwing
air projectiles, but that's not going to happen against Shang Tsung.
2. aaLP ~(BL,HK for Kabal Morph) spin, aaHP,HP, JK, air fireball, 6 hits 47%
3. (near corner) aaHP,HP, double fireball, JK, HK 6 hits 59% (more possible
but tricky timing is involved plus just don't use Shang Tsung)
Liu Kang
Basic Combos:
1. HP, HP, B+LP 3 hits 13%, 22%, 24%
2. HK, LK, HK, LK 4 hits 22%, 32%, 34%
3. HP, LK, LK, HK, LK 5 hits 25%, 35%, 37%
4. HP, HP, BL, LK, LK, HK, LK 7 hits 29%, 39%, 40%
Basic Juggles:
1. KS, HP, HP, B+LP, aaHP, JK, airfireball 7 hits 32%
2. KS, HP, HP, D+LP, deep JK, fireball, Dragon kick (does less than his auto
combo and a lot more effort)
Advanced Juggles:
1. aa(HP,HP), JK, airfireball, dragon kick 5 hits 56% (BP)
2. KS, HP, HP, B+LP, JK, airfireball, dragon kick 7 hits 34%
3. (Near corner) aa(HP,HP) 3X JK air fireball like Kabal, with same nuances
4. (Near corner), KS, HP, HP, B+LP, JK, air fireball 3X, aaHP, fireball,
standing LK doable on just about every, but very difficult in concept, 13 hits
50%
Robot Smoke
Basic Combos:
1. HP, HP, LP 3 hits 18%, 27%, 29%
2. HK, HK, LP 3 hits 19%, 28%, 30%
3. HP, HP, HK 3 hits 18%, 27%, 29%
4. HP, HP, LK, HK, LP 5 hits 26%, 36%, 37%
Basic Juggles:
1. JK, teleport uppercut, aaHP, spear, HP, HP, LK, HK, LP 9 hits 37%
2. teleport uppercut, aaHP, spear, HP, HP, LK, HK, LP 8 hits 47%
Advanced Juggles (set up is tricky but rewarding)
1. aaHP, teleport uppercut, aaHP, spear, HP, HP, LK, HK, LP 9 hits 54%
2. aaJK, teleport uppercut, aaHP, spear, HP, HP, LK, HK, LP 9 hits 63%
3. aaJK, teleport uppercut, aaJK, spear, HP, HP, LK, HK, LP 9 hits 72%
4. aaHP, teleport uppercut, aaJK, spear, HP, HP, LK, HK, LP 9 hits 63% (BP)
5. (in corner) PS, HK, HK, LP, spear, HP, HP, LK, HK, LP, OTG D+LK 11 hits 45%
(the spear is incredibly risky)
Human Smoke
Basic Combos:
1. HK, LP 2 hits 15%, 24%, 26%
2. HK, D+LP, D+HP 3 hits 18%, 28%, 30%
3. HP, HP, U+LP 3 hits 19%, 27%, 29%
4. HP, HP, HK, B+HK 4 hits 24%, 33%, 35%
5. HK, HK, LK, B+HK 4 hits 23%, 33%, 34%
Basic Juggles:
1. KS, HK, D+LP, D+HP, spear, HK, D+LP, D+HP, JK, air throw 10 hits about 55%
(says 9 hits 50%)
2. HK, LP, early JK, spear, HK, D+LP, D+HP, JK, air throw 9 hits about 50%
3. JK, teleport punch, spear, HK, D+LP, D+HP, JK, air throw about 50%
4. HK, LP, JK, teleport punch, spear, HK, D+LP, D+HP, JK, air throw 10 hits
about 50%
Advanced Juggles: (Harpoon makes corner combos easier to set up)
1. aaRH, teleport punch, R, HP, harpoon, HP, HP, HK, B+HK 8 hits about 60%
2. aa(HP,HP), teleport punch miss, aa(HP,HP), spear, HK, D+LP, D+HP, JK, air
throw 10 hits about 65%
3. KS, HK, D+LP, D+HP, spear, R close to corner if already near, HK, D+LP,
D+HP, JK, JK, air throw, 11 hits about 65%
4. aaHP,HP, JK, teleport punch, harpoon, HK, D+LP, D+HP, aaHP, JK, air throw
10 hits about 68%
5. aaHP,HP, teleport punch whiff, aaHP,HP, harpoon, HK, D+LP, D+HP, aaHP,
JK, air throw 10 hits about 69%
6. aaHP, HP, teleport punch whiff, aaHP, JK, harpoon, HK, D+LP, D+HP, aaHP,
JK, air throw 10 hits about 78% (BP)
MKT PSX Exclusive Characters And properties pertaining only to Greatest Hits
MKT on PSX.
Johnny Cage, Baraka, MK2 Kung Lao, and MK Jax all do "MK2" damage, it's part
of how they are lol. Example: MK2 4 uppercuts = danger, MK3 4 uppercuts
equals a bit less than danger.
Johnny Cage
Basic Combos:
1. HP, HP, LP, D+LP 4 hits 19%, 29%, 39%
2. HK, LK, HK, LK, LK 5 hits 27%, 37%, 46%
Basic Juggles:
1. KS, HP, HP, LP, D+LP, JK, shadow kick 7 hits 56%
Advanced Juggles:
1. KS. HP, HP, LP, D+LP, R, aaHP, JK, shadown kick 8 hits 59%
2. (Near corner) KS, HP, HP, LP, D+LP, JK, RH, shadow kick 7 hits 66%
Noob Saibot
Basic Combos:
1. HP, HP, LP, HK 4 hits 22%, 31%, 33%
2. HK, LK, LK, LK 4 hits 23%, 33%, 34%
Basic Juggles:
1. KS, HP, HP, LP, HK, teleport slam, uppercut 7 hits 53%
Advanced Juggles:
1. KS, HP, HP, LP, HK, aa(HP,HP) teleport slam, uppercut 9 hits 59% or aaHP,
HK 11 hits 59%
2. teleport slam, aaHP, aaHP, aaLP, repeat (inf, can be mixed into combos)
Baraka
Basic Combos:
1. HP,HP, B+HP, F+HP 4 hits 22%, 31%, 33%
2. HK, HK, LK, B+HK 4 hits 23%, 33%, 34%
2. HK, HK, B+HP, F+HP 4 hits 23%. 33%, 34%
Basic Juggles:
1. Blade Spin, Blade Spin, HK, 3 hits 57%
2. In corner: PS, HK, HK, B+HP, F+HP, blade fury, 6 hits 44%
Advanced Juggles:
1. Blade Spin, Blade Spin, uppercut, 3 hits 62%
2. (near corner) Blade Spin, Blade Spin, R, aaHP, blade fan 4 hits 64%
3. (near corner) Blade Spin, Blade Spin, R, (aaHP, B+HP) repeat ( ) for inf
and take a small step forward each time
4. Blade Spin, Blade Spin, R, aaHP,HP, JK 5 hits 67%
5. Blade Spin, Blade Spin, R, aaHP,HP, JK, blade swipe, blade fan 7 hits 100%
(can be done at the start of any round off a blocked teleport punch but not
conventional, however requires very little timing and can be adpated if you
know where you are on the screen in comparison to the wall)
6. 3. aaBlade Spin 2X, R, aaHP,HP, R, RH 5 hits 72% (on most characters, some
one HP is better off for 65%)
MK2 Raiden
Basic Combos:
1. HP, HP, LP, LP 4 hits 19%, 29%, 31%
2. HK, LK, B+HK 3 hits 18%, 28%, 30%
3. HK, HK, LK, B+HK 4 hits 23%, 33%, 34%
4. HP, HP, LP, F+HP 4 hits 36%, 45%, 47%
Basic Juggles:
1. KS, HP, HP, LP, LP, JK, superman 7 hits 48%
2. aaHP,HP, JK, superman 4 hits 46% (BP)
Advanced Juggles:
1. (Near corner) KS, HP, HP, LP, LP, JK, aaRH, superman 8 hits 56%
2. KS, HP, HP, LP, LP, teleport, aa(HP,HP), JK, superman 9 hits 54%
MK1 Raiden
Basic Combos:
1. HP, D+LP, LP, D+LP 4 hits 19%, 29%, 31%
2. HK, B+HK, B+HK 3 hits 19% 28%, 30%
Basic Juggles:
1. KS, HP, D+LP, LP, D+LP, JK, superman 7 hits 48%
2. aaHP,HP, JK, superman 4 hits 46% (BP)
Advanced Juggles:
1. (Near corner) KS, HP, D+LP, LP, D+LP, JK, aaRH, superman 8 hits 56%
Rain
Basic Combos:
1. HP, HP, LP, HP 4 hits 22%, 31%, 33%
2. HK, HK, LP, HP 4 hits 23%, 33%, 34%
3. HK, HK, LK, HK, B+HK 5 hits 29%, 39%, 40%
Basic Juggles:
1. KS, HK, HK, LK, HK, B+HK, uppercut 7 hits 51%
2. Rainball, Rainball, Rainball, Rainball, RH, uppercut 6 hits 42%
Advanced Juggles:
1. KS, HK, HK, LK, HK, B+HK, (aaHP, aaRH) repeat ( ) for inf
2. Off any lightening, or Rainball, you can mix it up and set up the infinite.
MK1 Kano
Basic Combos:
1. HP, HP, HP, HP 4 hits 22%, 31%, 33%
2. HK, LK, HK, F+HK 4 hits 21%, 30%, 32%
Basic Juggles:
1. Knife Spin, aa(HP,HP) cannonball 4 hits 34%
Advanced Juggles:
2. Near corner aaHP (glitched super fast cancel to) Knife Spin, JK, aaRH,
cannonball 5 hits 51%
MK2 Jax
Basic Combos:
1. HP, HP, HP, LP, B+HP 5 hits 28%, 33%, 35%
2. HK, LK, LK, HK, LK, B+HK 6 hits 28%, 37%, 39%
Advanced Juggles:
1. (near corner) aa(HP,HP), JK, air wave, aaRH, R+HK 6 hits 78%
2. aaHP,HP, aaHP, JK, air sonice wave 6 hits 46% (BP)
MK2 Kung Lao
Basic Combos:
1. HP, LP, LP, D+LP 4 hits 27%, 36%, 38%
2. HK, LK, HK, HK, B+HK 5 hits 30%, 40%, 42%
Basic Juggles:
1. KS, HP, LP, LP, D+LP, JK, superman 7 hits 55%
Advanced Juggles:
1. KS, HP, LP, LP, D+LP, JK, whiff dash kick, aa(HP,HP), JK, superman 10 hits
69%
2. KS, HP, LP, LP, D+LP, (JK, whiff dash kick, aaHP) repeat ( ) til corner
-------------------------------
Miscellaneous credits should go to the following because there are too many
pieces of combos here and there that might one person's and not another's, but
most of this stuff is common knowledge applied to more advanced techniques and
therefore no one can claim any of it, you people know who you are:
DreemerNJ/The Lord Ekim Cravex Kahn
The Prophet
Konqrr
Lex
ded_
RSigley
If I missed you let me know...
To be continued...