What's the beef with MK?

Hey shock how good is UMK3 on DS cause im thinking of getting it but I wont touch it unless its not arcade perfect, oh and can u tell me where I can find some of the best UMK3 match videos?

DS is fun to play since the game is basically arcade perfect. There are some issues that happen here and there that we can’t quite figure out the reason for like corner jab traps that don’t work in the arcade. I think it has something to do with the speed. The biggest difference would be the speed increase as it’s more like playing MKT speed overall. I don’t take DS seriously because of certain factors you can’t do anything about like the screen and buttons.

If you want UMK3 match vids you can see what we have on the site, or search youtube for specific players + UMK3 of course.

http://ultimatemk.com/dirview.php?current=matchvids

i bet you anything you wont be able to pull off Kabals re-launch combo, unless you pull a miracle out your ass.

It looks easy enough, just gotta practice is sall…but besides that I dont wanna use Kabal since top tiers disgust me.

The thing about the inf is, there are several variables involved. If you start the combo with the 3 hit pop up, there is a slightly different timing for the relaunch then if you do the 5 hit pop up. The reason is because when you do the 5 hit you are just slight further away on the jump, I mean by like 10 pixels, so when you do the jump punch, the collision box for your opponent is slightly further away horizontally, so you might actually be able to throw punch out a little bit sooner and it’ll line up better. On the 5 hit I think the relaunch timing has to be ever so slightly more precise.

On top of that, say you started on the left side of the screen, did a spin out of the corner, ran back and cross up JPed into a relaunch on a Robot Ninja to the right side, you would need 33 hits to do 100%, starting with the JP and a 5 hit pop up, and then using the HP, HP, D+HP combo until the corner, finishing with JK, Air Fireball. The chances of landing more than 3 relaunches are slim merely due to the timing. If you mixed in the 5 hit combo, I think it breaks 40 hits and the combo will do 100% just before you reach the corner.

Kabal can relaunch I think 10 characters, the male ninjas so far as I remember are not relaunchable by Kabal. Most relaunches with Kabal I have gotten wound up being around 80% damage, and in all my years that only ever happened once, I’m sure the chance presented itself more times than necessary but the fact of the matter is, if you get one, finish it with a JK AFB and you have over 50% there. That means they are generally one combo away from death in the same situation. Sub-zero I have also gotten in the 80s for a relaunch combo which ended because of the wall, and Sonya I got a 77% vs Sheeva a few months ago.

so basically relaunches r not practical, and im sure even if they were infinites r banned in high level umk3 right.

infinites arent banned, and they take skill to do. There not as easy as they look.

The only characters who have true, universal infinites that you should worry about are Shang Tsung (ranked pretty low Bottom Tier), Stryker (middle of the Mid Tier), and Kung Lao (bottom of Top Tier).

The break down:

Shang Tsung’s infinite is rather impractical to use in gameplay, but it is possible to use. There are several methods, but the basic idea is when you hit a ground eruption, run to just about the center and do another one so the charcter hits the last ground eruption from the first set, knocking them into the second set. Some characters are easier to get than others, but in reality, the usefulness is low. You are much better off morphing into say, Kung Lao, and going for his infinite instead, if you get a ground eruption. The fact that Shang-Kung inf requires an extra set up drives the usability down.

Stryker’s corner infinite as far as I remember does work on anyone, and it’s pretty easy to perform, the problem is you have to be in the right position for it, and it’s just as easy to lose it on certain characters. Stryker’s a decent character and his normal combos do good damage, but he has so much trouble with anyone ranked above him purely based on strategy.

Kung Lao’s infinites are the easiest, a combination of the Spin with Dive kicks to reset into a landing across screen works on anyone and from there finishing out a corner inf is very easy. The reason he isn’t ranked #1 is because tactically Human Smoke and Kabal have a greater chance to defeat him before the opportunity for 1 inf presents itself.

Human Smoke has a possible break combo, that is only doable on a 1 frame window. It’s nearly impossible to intentionally do, and I get it by accident more often than I do if I try it. If you do accidentally break the combo, you have a guaranteed 80% total damage or so.

Other infinites:

Nightwolf’s corner infinite vs the Robots, Sheeva, Kabal, and Kano. It’s very easy to perform and works because of how low the contact is on his close range HK/LK. This mixed with the property of no blocking until you start to get up after autocombos makes for an easy inf. This infinite spread in N64 MKT to make characters because of hacked auto combo recovery times and slightly different collision detection properties. It also haunts SNES I believe.

Reptile has a very usable infinite on Sub-zero, Sindel, and Jax because there is little timing to the attack hits. Vs Sindel and Sub-zero, aaLPHPHP in succession, performed when the character is juggled and almost overlapping will result in a perfect height on the other side after you dash to do it again. Against the male ninjas, and Stryker you can also do aaHP, (with a pause) step forward, aaHPHP, dash elbow whiff. This require significantly more timing than the other infinite. There are modified timings for this inf that can be used on the female ninjas, Sonya, Kabal and Kano, but in the end, it’s very difficult to do.

Sindel has a corner infinite that is almost literally impossible for Humans to do.

Cryax has an airthrow infinite which works only in the corner and is extremely hard to set up. Cyrax also has a bomb break infinite, which relies on timing a juggle so the opponent will land on the bomb before it explodes and get up as it explodes, but after the combo counter resets, meaning, they can jump to get out of the way, but it explodes as they leave the ground. It’s not super hard to do if you can set it up, but setting it up is tough.

:wow: SRK now has a Mortal Kombat Kommunity :wow:

Srk hates games the same way lemmings follow each other off cliffs.
But I have beefs with mk. Well, the 2D ones.

Haven’t really liked the 3D ones that i’ve played. MKA was crap. I’ve never seen a 3d fighter with so many 100%ers that are so easy to do.

But my main problem with the series has usually been it’s balance. Jax’s stupid ground punching in mk2, sub-zero’s unblockable freeze in regular mk3, Kabals uh…kabalness.

other than that, they’re great games, honestly.

Most SF fans are narrow minded, and this thread has proven it. Talking about balance? Ok SF2 2 characters are god tier. Most of the SF games are unbalanced, MVC2 gets like 4 characters used as a main, the others as a assit button. Theres no fighting game that is balanced were every character gets used.

The point is as long as the game is fun thats all that matters

You know I love you & RZPuta…but this BARAIGTIER or whatever seems to have a “grande y ancho” DICK up his ass… ME > Team MKK :nunchuck: jk lol

I agree. At least Midway didnt make MKII 34 different times…maybe they should have, but they didnt.

But I love the random SF loyalist coming through just to bash a game they probably never played at all.

Its sad. If most of these people would just DL the game from XBL, play it competetively, they would have a great fucking time playing a game thats so much more balanced than most other 2-D fighters we know of.

Here’s to another 13 years playing UMK3:rock:

Anyone know the story on why UMK3 is well. . . a flat out better fighter and a real attempt at being a good competitive MK and the rest(especially after it) not as much?

Prolly had just the right number of characters. :wonder:

In a sense at least in terms of gameplay, MK1, MKII and MK3 were all sort of like, prototype, alpha, and beta, and each had little revisions inbetween. Think of UMK3 as the end result of a single game being tested for years using the fans and players, while being worked on by a crew who doesn’t really know how to make a fighting game. Something’s gotta give and in this case each game improved what was fundamentally wrong with the previous. UMK3 could still use some more modifications but it’s good enough for tournament play and better than a lot of 2D games in terms of balance.

With MK4, they sorta took the good stuff in UMK3, and added back into some elements from MKII, and then when they saw how broken that was, they added in Maximum Damage to sort out the rest. :looney:

lol boy? what are you wearing white sheets or something?

STFU. Your an idiot if you couldnt understand that…:looney:

You say this:

Which may be true, but then I read this:

Isn’t that like…SF hate reason #46473281: Thou must loathe the repetitive whoring of SF II?

Some MK haters may sound like a broken record, but some MK fans aren’t that much better, either.

LOL!!! and here you love me too!!! thats why youre a putstatic hahahahaha i really like how you love me… hah (L)_(L).

BARAIGHTER? lol! nice nick xD i would love a fight between USA, CHile, Colombia, Republica Dominicana and Venezuela… This will blow the worlds Mind!!