Last update: 6/11/09

Combo Guide By: Matthew Ryan Luongo (AKA EWAShock)

E-mail suggestions to: TakerECW@aol.com (include credit info)

Website reference: www.ultimatemk.com

This guide is intended for UMK3 arcade and UMK3 on XBLA (particularly offline
vs another player), but includes PSX MKT character info as well.

Abbreviation Key:

PS = Punch starter (jump attack added to the beginning of autocombos)
KS = Kick starter (jump attack added to the beginning of autocombos)
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 (or done to opponent while in air, prefix added to juggles)
JP = Jump Punch
JK = Jump kick
RH = Roundhouse
INF = Infinite
HPHP = Two consecutive, uninterrupted HP jabs
HP,HP = Two HP jabs, with a Run tap in between canceling the first

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 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 relative to its own.)
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%

New update includes: All information added to the guides after the opening of
www.ultimatemk.com

Previous 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
Mileena's Sai Shot
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 unnecessary amounts of damage protection

Sub-zero's LP in his ground combo 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 used to juggle.

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

Auto 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, Air Fan throw, Wave Punch 4 hits 22% 
2. fan lift, JK, Fan, R, Uppercut 4 hits 25%
3. fan lift, JK, Fan, R, aaHP, JK 5 hits 25%
4. (in the corner) fan lift, JK, Air Fan, RH, run in HK 5 hits 30%
5. JK, Fan Throw, Uppercut 3 hits 33%


Advanced Juggles:
1. KS, HP, HP, B+LP, F+HP, sweep 6 hits 43% (all males except Shang midscreen)
2. aaHPHP, JK, fan, R, HK, 4 hits 49%
3. aaHPHP, JK, fan, Wave Punch, 4 hits 50%
4. aaHPHP, JK, air fan, R, aaHP, Wave Punch 6 hits 53% (you can add an
extra aaHP on Stryker Jax and Sub-zero for example, or aaLPLP or some other
characters adding a little more damage 55-56%)
5. aaHPHP, JK, fan, R, aaHPHP, JK or Wave Punch 7 hits 56% (BP)
6. (corner) aaHP, JK, fan, JK, RH, HK 6 hits 59%
7. (start about half screen distance from the corner aaHPHP, JK, Air Fan, JK,
aaHP, Wave Punch 7 hits 60% 

If closer to the corner, single aaHP is also possible and results in 6-7% less
damage but more than acceptable damage for Kitana. She has many variations here
and there on her juggles, these would be mostly ideal situations.


Reptile

Auto 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, aaHPHP, Acid Spit 7 hits 33% (slide 32%)
3. HP, HP D+LP, Fast Forceball, aaHPHP, Elbow Dash, Uppercut 7 hits 40%
4. Fast Forceball, aaHP, Slow Forceball, aaHPHP, Acid Spit 6 hits 29% 
(slide 28%)
5. Slow Forceball, aaHPHP, Fast Forceball, Uppercut 5 hits 33%
6. Slow Forceball, aaHP, Fast Forceball, aaHPHP, JK, slide, 7 hits 36%

Corner and Advanced Juggles
1. Slow Forceball, aaHPHP, Fast Forceball, aaHPHP, JK, RH, LK 9 hits 50% 
2. HP, HP, D+LP, Fast Forceball, aaHPHP, JK, RH, LK 9 hits 51% 
3. aaHPHP, Fast Forceball, aaHPHP, JK, RH, LK 8 hits 52% 
4. RH onto Slow Forceball, aaHP, Fast Forceball, Uppercut 5 hits 47% 
5. aaHP, JK, aaHP, Fast Forceball, aaHPHP, JK, RH, LK 9 hits 68%


Juggle Chain examples: 

HPHP = 2 consecutive HPs 
LPHPHP = fluid chaining 3 hits 
LP, HPHP = 1 LP, cancel with run, walk forward, 2 HPs 
HPHP, HP = 2 HPs, cancel with run, walk forward, 1 HP

1. vs Kabal: Possible but difficult infinite with HPHPHP, dash or (HPHP, dash)
x6, LPHP, Uppercut 
2. vs Females Ninjas: HPHP, HP, (HPHP, dash)x4, LPHP, Uppercut; LPHPHP infinite
works on them, but extremely difficult 
3. vs Male Ninjas: HPHP, HP, dash - Infinite and corner infinite, HP, HP,(into
the corner) dash, HPHPHP (out of the corner), dash 
4. vs Nightwolf: (HPHP, dash)x6, LPHP, Uppercut 
5. vs Sonya: HP, (HPHP, dash)x6, LPHP, Uppercut 
6. vs Jax: HPHPHP, dash - Infinite 
7. vs U-Sub: LPHPHP, dash - Infinite 
8. vs Kano: LPHP, HP, dash - Infinite 
9. vs Robots: (HPHP, dash)x4, (LPLP, dash)x3, Uppercut 
10. vs Stryker: Infinite - all variants 
11. vs Sindel: LPHPHP, dash - Infinite; also LPHP, HP or HPHP, HP works 
12. vs Lao: (HPHP, dash)x6, LPHP, Uppercut 
13. vs Sheeva: Popup to Forceball, (HPHP, dash)x6, Uppercut, just a Forceball -
(HPHP, dash)x9, Uppercut 
14. vs Liu: Popup to Forceball - (HPHP, dash)x6, Uppercut; just a Forceball -
(HPHP, dash)x7, LPHP, Uppercut 
15. vs Shang: off a pop up or Forceball the max is HPHP, dash, HPLP, dash,
Uppercut, however this is very difficult. leaving off the LP and dash-Uppercut
on the single HP is easier.

The mid-screen infinite is HPHP, walk forward aaHP, be sure that HP hits and
cancel with the dash, then repeat. After HPHP, aaHP then LPHP, walk forward HP
is a lot easier in VS play. This pattern is easy on Kano and Stryker. You can
still try HPHP, HP if you want to get more damage, or if you see your next
volley will be the last one try stuff like LPHP, walk forward LP. 

His second infinite is HPHPHP, dash. It works best on Jax only, and you need
special setup like Popup, or Forceball. On Unmasked Sub-Zero you can set it up
as: popup, Forceball, HP, walk forward HPHP, dash, LPHPHP. On Sindel just after
Forceball stand in position and do LPHPHP, dash. Against Kabal for some reason
it's a little more difficult. It's once again LPHPHP but be sure the last HP
hit, pause slightly, and then dash, LPHPHP (wait for 3rd punch to hit and then
dash. It's possible to do this inf on Female Ninjas and Kano but its very
difficult. 

The corner infinite is actually something extra. It's almost impossible to get
more than 2 volleys in actual vs play because to be a real infinite you need to
be in perfect position. The INF is HPHP, dash into corner, HPHPHP, dash out 
of the corner, HP, and press forward, HP, and dash again. It works on Male
Ninja, and you can get one cycle against almost everyone, two against Kano and
Stryker. Against Kabal, Jax, Sindel and Unmasked Sub after HPHPHP or LPHPHP you
can just repeat triple punch trick. 

Punisher Set Ups for dashing punches: 

1. Vs Kano Cannonball - aaHP, Forceball, aaHP, Forceball - infinite 
2. Vs Mileena's Roll or Teleport Kick - aaHPHP, dash, aaHP, Forceball, aaLPHP,
aaHP, Dash, into maximum HPHP dashing, Uppercut 
3. Vs Ninja Teleport Punch - Infinite with or without Forceball is possible 
4. Vs Robot Teleport Uppercut - aaHP, Fast Forceball, aaHP, Slow Forceball, max
dash punches, Uppercut 
5. Vs Stryker Baton Dash - Infinite 
6. Vs Kung Lao Dash Kick - aaHP, Forceball, aaHP, Forceball, max dash punches,
Uppercut 
7. Vs Liu Kang Bike Kick - aaHPHP, Forceball, max dash punches 

Other set ups for dashing punches: 

1. Slow Forceball, aaRH onto Forceball, aaHP, Fast Forceball into the most
dashing punches you can get on whatever character it is should generally result
around 65% 
2. Slow Forceball, aaHPHP, Fast Forceball, into dashing punches 
3. (Vs Sonya, Nightwolf, and Kung Lao) HP, HP, D+LP, Fast Forceball, HP, walk
forward, aaHPHP, whiff dash, then back to aaHPHP, dashing to add more juggles.


Sonya

Auto 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%
3. aaHPHP, Leg Grab 3 hits 34%

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)

Corner Juggles: 
1. aaHP, RH, Leg Grab 3 hits 45% 
2. PS, HK, HK, HP, HP, U+LP JK, HK, HK 9 hits 59% 
3. PS, HK, HK, HP, HP, U+LP, JK, RH, HK 9 hits 60% 
4. PS, HK, HK, HP, HP, U+LP, JK, JK, HK 9 hits 60% 
5. PS, HK, HK, HP, HP, U+LP, JP, JK, aaLP, Wave Punch 10 hits 60% 
6. PS, HK, HK, HP, HP, U+LP, JK, aaHP, Wave Punch, LK or upward bike kick on
some characters 10 hits 62%


Jax

Auto 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. aaHPHP, 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%, or vs Jax and Sub-zero you can connect a Gotcha Grab for
53%.

Basic Corner Combo - Juggles: 

punch starter, HK, HK, D+HP, HP, BL, LP, B+HP, with your choice of finish: 
1. HK - 50% 
2. RH - 51% 
3. gotcha grab 13 hits - 53% 
4. uppercut - 54%

Advanced Corner Combo - Juggles 
punch starter, HK, HK, D+HP, HP, BL, LP, B+HP, with your choice of finish
because certains combos work more faithfully on specific characters: 
1. RH, HK - 10 hits 59% 
2. JK, Backbreaker - 10 hits 59% 
2. aaHP, Dash Punch, HK - 11 hits 60% 
3. aaHP, Dash Punch, aaLP, gotcha 16 hits 65% (against Robots, Kung Lao, Jax,
Sheeva...) 
4. JK, aaHP, Dash Punch, HK, 12 hits 68%
5. aaHP, Dash Punch, RH, HK 12 hits 70% (JK = 71%)

Corner Juggle Punishers: 
1. aaHPHP, Dash Punch, HK 4 hits 40% 
2. aaHPHP, Dash Punch, aaLP, Gotcha Grab 9 hits 52% 
3. aaHP, JK, aaHP, Dash Punch, HK 5 hits 56% 
3. aaHPHP, Dash Punch, JK, backbreaker 5 hits 58% 
4. aaHP, JK, aaHP, Dash Punch, aaLP, Gotcha Grab 10 hits 68%


Nightwolf

Auto 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. aaHPHP, 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%
7. aaHPHP, tackle, aaLK 4 hits 40% (or aaHK 42%)


Jade

Auto 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...)
4. HP, HP, D+LP, D+HP, Sweep 28%, 37%, 39% (works on all characters)
5. (in corner punisher) Dash Kick, Dash Kick, HK 3 hits 37%
6. (in corner) aaRH, Dash Kick, HK 3 hits 43%

Advanced Juggles:
1. (vs blocked teleport facing corner) aaHPHP, Projectile Protection, aaRH, HK
4 hits 45%
2. (same setup as 1.) aaHP, JK, aaLP, PP, aaHP, Boomerang 5 hits 45%
3. (same setup as 1.) aaHPHP, PP, JK, aaHP, Boomerang 5 hits 47%
4. run out of corner under jumping opponent, RH, dash kick, RH, R+HK, 4 hits 
60%


Scorpion

Auto 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%
2. aaHPHP, harpoon, HP, HP, HK, B+HK 7 hits 42% 
3. aaHPHP, JK, air throw 3 hits 28% (43% actual)

Advanced Juggles:
1. aaHPHP, teleport punch whiff, aaHPHP, harpoon, HP, HP, HK, B+HK 9 
hits 55%
2. aaRH, teleport punch, R, aaHPHP, harpoon, HP, HP, HK, B+HK 9 hits 46%
3. aaHPHP, JK, teleport punch, harpoon, HP, HP, HK, B+HK 9 hits 51%
4. aaHPHP, teleport punch whiff, aaHP, JK, harpoon, HP, HP, HK, B+HK 9 hits
64% (BP)

Corner punishers: 
1. (very close to wall) aaHP, RH, harpoon, RH, HK 5 hits 60% 
2. (half screen distance from wall) aaHPHP, JK, aaHP, RH, HK 7 hits 72% 
3. (sweep distance from wall) aaHPHP, JK, RH, harpoon, RH, HK 7 hits 83%


Kano

Auto 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%)
4. aaHP, JK, air throw 3 hits 31%

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. aaHPHP, JK, cannonball 4 hits 43% (BP)
5. (in corner) JP, HP, HP, D+LP, D+HP, JK, HP, mandhandle, cannon ball 9 hits
60%
6. (as close to corner as possible without being pushed back) JP, HP, HP, D+LP,
D+HP, JK, RH, manhandle, cannon ball 9 hits 66%


Mileena

Auto 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. aaHPHP, roll, RH 4 hits 31%
3. (off a flip towards Mileena punisher set up) aa(HP,HP), roll, aa(HP,HP), JK,
sai shot 7 hits 41%
4. aaHP, JK, roll, R, aaHP, HK 5 hits 42%
5. aaHP, JK, roll, JK, sai, 5 hits 44%
6. aaHP, JK, roll, R, aaHPHP, JK, sai shot 7 hits 50% (BP)
7. (near corner) aaHP, RH, roll, R, aaHP,HP, JK, sai shot 7 hits 52%


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)

Auto 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), aaHPHP fireball 7 
hits 42% (says 39%)(with HK 43%, says 40%)
2. KS, HK, LP, aaHP, TKS, aaHPHP, fireball 7 hits 45%
3. JK, TKS, aaHPHP, teleport punch whiff, aaHP, TKS, aaHPHP fireball 9 
hits 40% (says 7 hits 37%)
4. TKS, aaHPHP, teleport punch whiff, aaHPHP, TKS, Uppercut 7 hits 58% 
says 5 hits 48%)
5. TKS, aaHPHP, teleport punch whiff, aaHPHP, TKS, aaHPHP, fireball 
9 hits 61%, (says 7 hits 51%)

Advanced Juggles:
1. TKS, aaHPHP teleport punch whiff, aa(HP,JK), TKS, aaHPHP,JK 9 hits 
74% (says 7 hits 64%) (add another aaHP on some characters at the end for
6-7%
more, or aaHPHP aaHP, fireball on anyone for 78% (reads as 67% but 11% for
two lifts)
2. TKS, aaRH, teleport punch, aaHP, TKS, aaHPHP, 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, aaHPHP, JK, TKS, aaHPHP, 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.

Corner 100% juggles: 
1. TKS, aaHP,HP, JK, aaHP, TKS, aaHP,HP, JK, RH, LK (works on just about
everyone and is good if someone does a projectile in the corner and Ermac is
about half screen away) 
2. aaHP, TKS, aaHP,HP, RH, TKS, aaHP,HP, JK, RH, LK 
3. aaRH, TKS, aaHP,HP, aaHP, TKS, aaHP,HP, JK, RH, LK 
4. suJK, TKS, aaHP,HP, RH, TKS, aaHP,HP, JK, RH, 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

Auto 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. aaHP, freeze, aaHPHP, 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)HPHP, JK, slide, 6 hits 50%
2. aaHPHP (glitch canceled) ground freeze, KS, HP, HP, D+LP, D+HP, JK,
HK, 10 hits 62% (BP)

Corner Juggles: 

1. freeze, (reposition if necessary) JK, HP, HP, D+LP, D+HP, JK, RH, run in HK
8 hits 57% 
2. aaHP, freeze, aaHPHP, JK, HK 5 hits 50% 
3. aaHP, freeze, aaHPHP, JK, RH, slide 6 hits 60% (or LK on some characters for
6 hits 65%) 
4. if too close to the wall to reposition try aaHP, freeze, JK, RH, run in HK 4
hits 54% (slide or LK is good too, or a straight up JK to start, will all
result in slightly lower damage)


Unmasked Sub-Zero

Auto 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. aaHP, freeze, aaHPHP, 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 (using glitch cancel when available)
aaHP,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

Auto 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, aaHPHP JK, 5 hits 45%
3. Smart missile, cross up JK, teleport punch, aaHP, dumb missile (or JK) 5
hits 35%
4 . aaHPHP (glitch cancel suprisingly easy on male ninjas) teleport Uppercut,
aaHPHP, 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

Auto 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, aaHPHP scream, aaHP, scream, HK, HP, HP, D+HP, R, aaHPHP,
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

Auto 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, aaHPHP grenade 4 hits 24%
2. KS, HK, HP, HP, LP, riot gun, R, aaHPHP grenade 9 hits 53%

Advanced Juggles:
1. KS, HK, HP, HP, LP, riot gun, baton dash whiff, aaHPHP, 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. aaHPHP, riot gun, baton dash whiff, repeat til corner (BP)


Cyrax

Auto 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, aaHPHP, 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, aaHPHP air throw, 5 hits 56%
2. aaHP, net, aaHP, net, aaHPHP 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

Lucky Far Tracking-bomb with predropped Mid-bomb setup: 
1. bomb(far away) connects with bomb(mid) dropped soon after, then a third bomb
dropped instantly after the first (essentially juggling off each bomb towards
you) RH onto third bomb, aaHPHP, aaHP, air throw 8 hits 84% 
2. Far Bomb, (opponent runs in or jumps in), counter with JK and throw another
bomb, they land on the first bomb, then aaHP, JK into second bomb, and finish
with aaHPHP, aaHP, JK or some variation resulting in upwards to 100%+.


Kung Lao

Auto 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, aaHPHP hat throw, 4 hits 25%
2. aaHP, JK, dive kick 3 hits 31%

Advanced Juggles:
1. spin, R, aaHP, JK, whiff dash kick, aaHP, hat throw, 5 hits 33%
2. spin, R, aaHPHP, 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

Auto 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, aaHPHP, JK, air fireball 5 hits 42%
3. aaHP, spin, aaHPHP, 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. aaHPHP (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. aaHPHP (glitch cancel, again easier than you would think) spin, aaHPHP,
aaHP, JK, air fireball 8 hits 62% (BP) (escapable if timed incorrectly)


Sheeva

Auto 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. Throw, HK, 2 hits 28% 
2. aaHPHP, JK or fireball 3 hits 28% 
3. aaHPHP, RH 3 hits 30%
4. Throw, pause, Teleport Stomp (unavoidable vs most characters) 2 hits 40%
5. KS, HP, HP, LP, F+HP aaHP, RH 7 hits 48%
6. KS, HP, HP, LP, F+HP aaHPHP fireball 8 hits 51%

Advance Juggles:
1. (for punishers) run step, aaHPHP, aaHP, JK or fireball 4 hits 35%
2. aaHPHP RH, Ground Stomp (if they are high enough) 4 hits 45%
3. Near corner, KS, HP, HP, LP, F+HP, JK, aa HP, fireball 8 hits 56%
4. KS, HP, HP, LP, F+HP, aaHP, aaRH 8 hits 55% (add an aaHP to Jax, Stryker)
5. Near corner, KS, HP, HP, LP, F+HP, JK, aaHP, teleport stomp 8 hits 57%
5. (in corner) punch starter, HP, HP, LP, F+HP, aaHP, JK, JK, HK 9 hits 61%
(you can add another aaHP for 10 hits 64% in the middle depending how far you
are from the corner and what character it is against, and this makes the rest
of the combo easier due to extra height to play around with, regardless a
difficult show combo for a worthless character)

Corner Throw Juggles: 
1. Throw, ducking LP, uppercut, 3 hits 33% 
2. Throw, ducking LP, aaHP, fireball 4 hits 33% 
3. Throw, ducking LP, JK, aaHK 4 hits 37% 
4. Throw, ducking LP, RH, HK 4 hits 38% (on Robots and Sheeva) 
5. Throw, ducking LP, JK, aaLP, fireball, 5 hits 40%


Shang Tsung

Auto 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, aaHPHP 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, aaHPHP, JK, air fireball, 6 hits 47% 
3. (near corner) aaHPHP, double fireball, JK, HK 6 hits 59% (more possible
but tricky timing is involved plus just don't use Shang Tsung)

Morph and GE related Combos of various degrees of difficulty: 
1. aaDouble Fireball, [Ermac], teleport punch, aaHP, Lift, aaHPHP, aaHP,
fireball 8 hits about 47% 
2. aaLP,(BL,HK for Kabal morph) spin, aaHP,HP, JK, air fireball (JK on some)
(and now you are safe as Kabal to terrorize for about 12 clock seconds) 6 hits
47%-48% 
3. GE, [Kabal] aaHPHP, JK, air fireball 7 hits 57% 
4. GE, [Jax] aaHPHP, JK, air throw, 7 hits 59% 
5. GE, [Nightwolf] Axe X4, aaHP, Axe, aaHP, Shoulder Tackle 11 hits 60% (varies
on the characters, for example against Kabal, Sub Stryker or Jax, the full
combo isn't that difficult, but against Shang it would be impossible) 
6. GE (2 hit), [Sindel] scream, aaHP, scream, aaHP, scream, HK, HP, HP, D+HP,
aaHPHP, JK, air fireball 12 hits 69% 
7. GE, [Ermac] JK, Lift, aaHPHP, aaHP, fireball (JK on some) 8 hits 67-71% 
8. GE, [Liu Kang] aaHPHP, JK, Air Fireball, Dragon Kick 8 hits 70% 
9. GE, [Reptile] - as many aaHPHP whiff elbow dashes, as possible on whatever
character you're against, for example, GE, [Reptile] aaHPHP, whiff dash X3,
uppercut, 10 hits 75% 
10. GE(2 hit), [Ermac] aaHP, JK, lift, aaHPHP, aaHP fireball or JK 8 hits 68 - 
73%
11. GE, [Kung Lao] into various spin, or aaHP, JK, whiff dive kick infinite
combos 
12. [when aware of being Sub for a while] aaHP, freeze, or aaFreeze, aaHP,
freeze (kill whatever time is necessary) [Shang][Kung Lao] to infinite
variations or Ermac and anyone of his various ridiculous combos.


Liu Kang

Auto 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)
3. Bike Kick (interrupting an attack in corner) HP, HP, BL, LK, LK, HK, LK,
sweep, standing LK, or standing HK depending on opponent 9 hits 47-48%

Advanced Juggles:
1. aaHPHP, JK, airfireball, dragon kick 5 hits 56% (BP)
2. KS, HP, HP, B+LP, JK, airfireball, dragon kick 7 hits 34%
3. (Near corner) aaHPHP 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%
5. (close to corner as a punisher) aaHP, JK, air fireball, aaHP, high fireball,
standing HK 6 hits 69% 
6. (Half screen from corner as a punisher) aaHP,HP, 3X JK air fireball (over
100%, and you can leave off the 3rd JK air fireball and replace it with RH,
Dragon Kick if you don't have them high enough off the juggle)
7. (close to corner as a punisher) aaHP, JK, air fireball, RH, Dragon Kick 5
hits 66%


Robot Smoke

Auto 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)
6. (in corner) aaHP, teleport uppercut, JK, aaHP, spear, HP, HP, LK, HK, LP,
D+LK 11 hits 71% (76% with SUJK, or 80% with a JK to start it instead of aaHP)


Human Smoke

Auto 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. aaHPHP, teleport punch miss, aaHPHP, 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. aaHPHP, JK, teleport punch, harpoon, HK, D+LP, D+HP, aaHP, JK, air throw
10 hits about 68%
5. aaHPHP, teleport punch whiff, aaHPHP, harpoon, HK, D+LP, D+HP, aaHP, 
JK, air throw 10 hits about 69%
6. aaHPHP, teleport punch whiff, aaHP, JK, harpoon, HK, D+LP, D+HP, aaHP,
JK, air throw 10 hits about 78% (BP)

Corner punishers: 
1. (very close to wall) aaHP,HP, harpoon, HK, D+LP, D+HP, JK, RH, HK 9 hits 60%
2. (very close to wall) aaHP, RH, harpoon, HK, D+LP, D+HP, JK, RH, HK 9 hits
71%
3. (very close to wall) aaRH, harpoon, HK, LP, harpoon, HK, D+LP, D+HP, JK, RH,
HK 11 hits 72% 
4. (half screen distance from wall) aaHP,HP, JK, aaHP, harpoon, HK, D+LP, D+HP,
JK, RH, JK 11hits 83% 
5. (sweep distance from wall) aaHP,HP, JK, RH, harpoon, HK, D+LP, D+HP, JK, RH,
HK 11hits 93%


You can add two HPs before the final JK, air throw to the Robot Ninjas, Jax,
and Sub-zero, but it is very difficult to time, and two LPs on male ninjas,
adding only 1% to the finished combo.



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

Auto 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

Auto 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, aaHPHP 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

Auto 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, aaHPHP, JK 5 hits 67%
5. Blade Spin, Blade Spin, R, aaHPHP, 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, aaHPHP, R, RH 5 hits 72% (on most characters, some
one HP is better off for 65%)


MK2 Raiden

Auto 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. aaHPHP, 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, aaHPHP, JK, superman 9 hits 54%



MK1 Raiden

Auto 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. aaHPHP, 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

Auto 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

Auto 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, aaHPHP 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

Auto 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) aaHPHP, JK, air wave, aaRH, R+HK 6 hits 78%
2. aaHPHP, aaHP, JK, air sonice wave 6 hits 46% (BP)


MK2 Kung Lao

Auto 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, aaHPHP, 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...but possibly the final version. There are a handful of combos
here and there which need to be fixed or reworded but if you've read it all, I
salute you.