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Ultimate MK3 Strategy Guide
Ultimate MK3 Strategy Guide
13 DRIGinfILS
11 DID IIE CHfIRI
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Due to the computer’s nature, you can simply tap back
and forth and keep the computer still until time runs out.
THE HETimn Df THE EHDHRAHEE
. The much-liked or strings to take out the
dreaded Endurance characters quickly.
rounds from MK I are You only have one
back! Play defensively bar of energy so play
by tricking the com¬ conservatively and
puter (see computer \ don’t beat yourself by
section) or rely on rir ■ | getting too anxious
your best combo .I;■ 1|| and jumping in.
5EERETS DF
Use Jade’s
Glowing kick like
f ! catch them off
guard. A great trick
Johnny Cage s in a . ,«<. • is to time the
kick combo or. after Projectile Protection
a dose projectile. Use her well. If you can use it -
Star to zone foes, but rely right, run in and do her
on the boomerang star to massive auto combo. ’
EORlfiS STRATEGIES
She has a simple one-two with a jump kick and
Glowing kick, but it is useless when compared to a
jump punch into- her seven-hit auto combo.
(Damage varies for computer, :see below.) Use the
Projectile Protection to set up her auto combo.
C2 (33 percent): Turn around punch into Cl
SB
Cl 23 percent: Hk, Hk, Lk, B+Hk
J121 percent: Jump kick, Glowing kick
r* j
i ■ ■.>; J I. -.1* j i
:
-
W
.1 F
1 E
L
C3 (34-42 percent): Turn around punch, Hp, Hp, D+Lp, Hk, B+Lk. B+Hk
IIP
J i;.~ %\
■ different spc-od
improved due to multiball S Energy Balls and his fas
techniques. Before, his I Acid Spit, Those who
Energy Balls were very; l liked him before but
..predictable and slow. With ' thought he was too limit¬
Some good judgment, you ed will be very happy to
can trap people with his see he is:realty tough.
Besides the
almost useless Wnj]
Elbow Charge, his * tr?* . Spit to pin. player
other moves are back. Also, his
.great for zoning and trap¬ Slide can now be used
ping players. Use fast and after many jump: kicks
slow Energy Balls to jug- especially in combos.
J2 (36 percent): Energy Ball, Hp, Hp, Energy Ball Hp, Jump kick, Slide
case a
fireball). Once he is
found he is a quick
favorite due to his
aggressive nature of
combos and teleports.
LIU ft fl ft B HD Jlftfl
a c n t d ri / a m d he E "I ft fl ft
The Teleport kick :v--' ' |j His bombs got a
now tracks you. If ^ ... /s^.^ bit excessive. He
you jump back, it will KK 41 can only have two
follow you as-well as Jr on the screen at a
if you jump in and * ‘-V ' time. Also notice
are coming down. I- • ■ ; .—-— that if you fight in.
This adds a new bit of strategy to, the desert, Cyrax is still in the back¬
him and Smoke as well. ground even if you play as him.
H T ft "1 ft E ft
n L D H T IU □ L F
The Axe Uppercut comes in handy
4% against, opponents
m. jumping in at you.
-—-—,
81J1DEL
BUB ZERI
§R If used correctly, Sub-Zero
: | deadly. Using his ice showy
afer^>fS. j|j er on characters who
teleport vertically . I
(Sheeva, Kung Lao) it is a great way to ys
counter attacks. When an opponent w
e the Ice Clone to freeze them him or her. ^
Smoke's strong -^
point is his teleport and spear.
Without them, he is nothing. When
B H E E V fl executed, the teleport and upper¬
Sheeva’s Ground S' v- ?\ cut combo takes of a good amount,
Stomp is difficult to L, * v ^ of energy.
avoid and the oppo- w > %Jr¥j
' nent has a nano-
second to react. Her
legs have a.longer range than the BHflnB TSUUB
average kombatant. so she has the His Flame Eruptions is good when
upper hand on jump kicks. ■■jjjJTfii catching someone not
I blocking, but his triple .
fireball is a great juggle
B E It T □ R r -fp on players jumping in
T i H ..<■ ~t -s =5] Use his: Mm | or away. Use the fire-
" balls to: pin foes back
liBrif !s ~ % tracking
2V. loW . . - - -- • Missile to
(' 'm prevent
• ^_- Jg|} players
LIU BARB
pulling off other moves or combos. He has the best
Try using ..this with a Teleport kick. \ and fastest one- .
\ two combos ;
11 * ||| -j (jump kick to .
* **i j any special),
It fl D fl L tfj J Use his low fire-
balls and great
uppercut to zone.
Thank you!