Ultimate Mortal Kombat 3: Difference between revisions

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[[Image:Umk3-logo-btn.png |300px|center]]
[[Image:Umk3-logo-btn.png |300px|center]]
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== Introduction ==
Ultimate Mortal Kombat 3 is a fighting game in the Mortal Kombat series, released in arcades in 1995. It is an update of [[Mortal Kombat 3]] and later received its own update in the form of the console-only [[Mortal Kombat Trilogy]].
Ultimate Mortal Kombat 3 is a fighting game in the Mortal Kombat series, released in arcades in 1995. It is an update of [[Mortal Kombat 3]] and later received its own update in the form of the console-only [[Mortal Kombat Trilogy]].


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== Strategy ==
===Ground Combos===
Blocked ground combos are very good for two reasons, chip damage and position. You should almost never finish a ground combo unless you want to use the last hit as a positional setup of some kind. Stopping a ground combo before the last hit keeps you close so you can continue the rushdown. 99% of all ground combos push the opponent back on the last hit.
example character: Jade
When someone is blocking, run in and do her knee combo (HK, HK, LK, HK). Stop on the 3rd hit to remain close, and then go into run jabs. The reason for this is you can get more guaranteed damage from the chip hits and continue rush, resetting the trap, and to make sure they are blocking throws and not trying to counter attack. Restart the leg combo, stop at the 3rd hit, then mix it up, maybe stick in a standing HK or a dash kick. This is a lot better than completing the initial ground combo and pushing the victim back, allowing them to counter attack easier, and continue assaulting them.
===Run jabs===
You can cancel a LP or HP by tapping any other attack button, however, run performs no action when you tap it (except if you hold it even without run meter you can no longer do special moves) so there is no chance of throwing out a HK or LK or blocking, and you can create a rhythm to continue advancing forward, or doing a double LP, cancel with Run. What this does is it forces the LP or HP to retract the instant it completes it's contact frame, rather than holding it, reducing the total jab duration by 1/3. It may not seem like much, but it is in the heat of battle. The best way to run jab is to keep your meter from emptying for as long as possible. This means you should hold forward, and alternating tapping run and LP, and releasing forward briefly during the LP, so the run meter doesn't drop anymore than it has too. This is a very offensive tactic and dramatically changes the game when used effectively. Not only does it give you multiple chances of landing a throw, but its really good chip damage and it moves the victim towards the evil, evil corners. Doing more than 2 LP run jabs in the corner will result in push back, so try to keep it to a pace of 2, and mix up with other attacks when you see an opening. Watch for early counter ducking LKs or uppercuts.
===Kara jabs===
Canceling a LP or HP with block can be a very good idea against characters with fast wake up moves, specifically Kabal. Essentially, you should make it a point to throw out some LPs, in effort to bait a spin out of Kabal, and cancel that LP with block so the instant the spin happens, you will go into block frames. As long as you are holding block on or before the frame of contact, the spin will not be able to connect, even if you hear the jab sound, nothing will come out, you will just block. This also sets up the chance for snuffs and throws out of special moves, especially one that require a forward tap. The LP will either connect, you will throw them, or you will block. As long as you are dong this properly there is very little chance a surprise move will get you. You might want to try practicing against Kabal players, try to get a basic combo or a sweep to knock him down, then run in and labor an obvious LP. This will generally cause the Kabal player to react with a wake up spin. On the average player, the Spin will plow through them, but if you kara jab rather than run jab, the spin will be blocked and you can punish Kabal. This tactic works well on just about any character with a special move like this.
===Corner Runjabs===
Once you have someone backed into the corner and blocking, run up to them and tap LP, run, LP, run, or LP,LP, run etc. to throw out really fast run jabs. They will be in the corner, and they will eat pixel after pixel of block damage. Don't do more than 3 jabs in succession or you will suffer "pushback". The only thing that the victim can really do is escape with a special move (teleport, fly kick, square punch, etc), uppercut, or crouching LK. If you can sniff out when they are going to try to do any of those, do a knee or special move, preferably a containment. If they block a knee you will be pushed back, so do it wisely to keep them trapped in the corner. Try to throw out 4-6 run jabs then knee, because thats usually when people realize that they are losing a lot of energy to chip damage. If the knee hits, continue to run jab and keep them locked down. Also, don't forget to hold back while you do the corner run jabs so that they can't counter throw. If you are under corner run jab pressure, after the first 1 or 2, try and spam on HK, and you have a good chance of sneaking out a knee lift on them right as they are about to do another run jab.
===Crossup Throws===
This tactic is best used while an opponent is being defensive. The best way to describe this is when you are at jump distance, do an early jumpkick, so you land directly on top of the victim, without hitting them. You will land overlapping the victim's sprite. If you hit LP right as you land, you will have a very good chance of connecting a throw because they have to hold back to prevent the throw, and the direction is pretty hard to determine in such a close situation in a small amount of time. A good example of this is with Kano's upward Cannonball. You can place this move to descend directly on top of your opponent, and this results in a free throw very, very often if they don't have time to counter you before you land, which is limited generally to an uppercut, followed by their rush down, and your choice of counter uppercut, or Cannonball wake up.
===Anti-Air===
Commonly referred to as "aa" directly in place of the attack which would be used as anti-air. These are attacks which are used to take someone out of the air. It is very important to understand every character's best aa opportunities. A standing HK is a very simple and effective way to anti air someone. Look to use this in close range if someone tries to jump away from a run jab scenario, but also sometimes use the run jabs to juggle into a special move. Some characters can aaHP others out of the air very easily, setting up decent, to super high damage combos. Off a single aaHP, Ermac can achieve 82% on almost every character, but Jade can only get 18% when countering a jumping attack. Some characters should go for RHs on their aa's because it will set up combos, traps, or other tactics and set ups. The best simple form of aa is the uppercut. Try and scout early JKs, run under, and uppercut them from the other side. It is a great psychological tactic. Run under RHs work well also with certain characters who hit high on the RH. Some characters have special moves which serve this purpose, like Ermac's lift. It can be used if the person jumps from far away, which can be baited by use of a non side switching teleport punch. Sindel's scream is excellent anti air, as well as Kano's upward ball. Kabal's spin can be used as anti air from even a ducking position.
===Fake Ducking===
When rushing down someone, an interesting tactic to use is a fake duck. Run in, duck outside of normal attack range, stand up and run in again after they attack and counter with a combo, or at least a standing HK. This is a great bait move to throw in every now and then if you are having a hard time getting in for run jabs. You must be very fast and aware of placement for this to work, it is good for a character like Nightwolf, or Sonya.
===Relaunch combos===
What you must do is do a pop up (launcher) combo and then jump as they arch in the air. Right before they land you have a small window to connect another jump punch that fools the game into thinking they are on the ground, making them stand up and sell the attack standing instead of being juggled. If you mistime it, they will either be juggled by the jump punch, missed, or they will be able to block it. Not everyone can relaunch every character due to collision detection. Kano, Ermac and Human Smoke can relaunch everyone. Sonya, Kabal and Classic Sub-zero can relaunch a lot of characters, and so and so forth. Some characters are very hard to relaunch, some are easy when it's the computer, like the Robots and Sheeva, because they don't block until the combo breaks and their vertical collisions are taller than others. This means they are touching the ground and still hittable for longer duration, but they are in blockable frames longer as well, so ultimately they have just as small a window to legit relaunch. With characters like Sonya, Ermac, Human Smoke, and Kano, you must pause after their pop up before jumping forward since they recover faster than Kabal and Classic Sub-zero. With the latter, you can just hold Up Forward after the pop up and getting relaunchers with them is very easy. In general, this is another advanced, somewhat cheap tactic, and generally not worth it unless you have mastered the timing.
== Characters ==
[[File:umk3select.png|left]]
===Tier List===
{|
! Top Tier !! Mid Tier !! Bottom Tier
|-valign="top"
|
* [[Kabal (UMK3)|Kabal]]
* [[Human Smoke (UMK3)|Human Smoke]]
* [[Kung Lao (UMK3)|Kung Lao]]
* [[Kano (UMK3)|Kano]]
* [[Reptile (UMK3)|Reptile]]
* [[Ermac (UMK3)|Ermac]]
* [[Nightwolf (UMK3)|Nightwolf]]
* [[Robo Smoke (UMK3)|Robo Smoke]]
* [[Sindel (UMK3)|Sindel]]
* [[Jax (UMK3)|Jax]]
|
* [[Sonya (UMK3)|Sonya]]
* [[Kitana (UMK3)|Kitana]]
* [[Stryker (UMK3)|Stryker]]
* [[Scorpion (UMK3)|Scorpion]]
* [[Unmasked Sub-Zero (UMK3)|Unmasked Sub-Zero]]
* [[Jade (UMK3)|Jade]]
* [[Liu Kang (UMK3)|Liu Kang]]
|
* [[Sektor (UMK3)|Sektor]]
* [[Classic Sub-Zero (UMK3)|Classic Sub-Zero]]
* [[Cyrax (UMK3)|Cyrax]]
* [[Shang Tsung (UMK3)|Shang Tsung]]
* [[Mileena (UMK3)|Mileena]]
* [[Sheeva (UMK3)|Sheeva]]
|}
'''Unplayable in the Arcade'''
* [[Motaro (UMK3)|Motaro]]
* [[Noob Saibot (UMK3)|Noob Saibot]]
* [[Rain (UMK3)|Rain]]
* [[Shao Khan (UMK3)|Shao Khan]]
== Game Versions ==
Incomplete list
* Arcade
* Nintendo DS
* Sega Genesis
* Sega Saturn
* SNES
* XBox Live
[[Ultimate Mortal Kombat 3/Kombat Kodes|Kombat Kodes]]




[[Category:Ultimate Mortal Kombat 3]]
[[Category:Ultimate Mortal Kombat 3]]

Latest revision as of 18:08, 30 October 2021

Introduction

Umk3-logo-btn.png


Ultimate Mortal Kombat 3 is a fighting game in the Mortal Kombat series, released in arcades in 1995. It is an update of Mortal Kombat 3 and later received its own update in the form of the console-only Mortal Kombat Trilogy.

Ultimate Mortal Kombat 3 is a 2D Fighter, it features a Block and Run button which dictates the unique Klassic Mortal Kombat feeling.

Story

Shao Kahn, fed up with continuous losses in tournament battle, enacts a 10,000 year-old plan. He would have his Shadow Priests, led by Shang Tsung, revive his former Queen Sindel, who unexpectedly died at a young age. However, she wouldn't be revived in the Outworld. She would be resurrected in the Earthrealm. This would allow Shao Kahn to cross the boundary lines and reclaim his queen.

When Sindel is reincarnated in Earthrealm, Shao Kahn is able to reach across the dimensions to reclaim her. As a consequence of this action, Earthrealm becomes a part of Outworld, instantly stripping billions of their souls. Only a few are spared, as Raiden protects their souls. He tells them that Shao Kahn must be stopped, but that he cannot interfere; due to his status as protector of Earthrealm, he has no power in Outworld, and Earthrealm is now partially merged with Outworld.

Shao Kahn has unleashed extermination squads to roam throughout the Earthrealm and kill any survivors. In addition, Raiden's protection only extends to the soul, not to the body, so his chosen warriors have to fight the extermination squads and repel Shao Kahn.

Ultimate Mortal Kombat 3
(UMK3)
UMK3 Cover Art.jpg
Developers

Midway (Arcade)
Avalanche Software (SNES, MD, Saturn)

Publishers

Midway

Systems

Arcade

SNES
MegaDrive/Sega Genesis
Sega Saturn
Playstation 2
Xbox Live Arcade
Online Play

FightCade2 (PC Rollback)

Kaillera (PC Delay Based)
Community Channels

Discord Server