Autocombo

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An autocombo is a string of attacks that are programmed to go in a particular sequence.

Mortal Kombat 3 Autocombos

Autocombos were introduced in Mortal Kombat 3. In that game, you performed an autocombo by getting close enough to your opponent to do a near hit. This is usually done by pressing HP, HK, or LK while next to your opponent. Once you hit your opponent with the first attack, you can then continue to tap out attack buttons in the proper order to do more hits. Each hit is typically a special animation. So your character will do a number of different hits, even if you are tapping the same attack button.

When performing on autocombo, there is a window during which you can press the button for the next hit in the combo. Assuming the autocombo you are attempting is HP, HP, D+HP, you begin by pressing HP near your opponent. Your character will start a special attack. You have from when that attack starts to a short time after the attack hits your opponent to press the next button in the sequence. In this case, you would be hitting HP again. If you press the next HP before the first HP connects, your character will automatically begin the second attack as soon as the first attack connects. If you press the second button after the first attack has hit but before your character has started to recover, your character will start the second attack as soon as the button is pressed.

Once your character begins the second attack, you can press the button for the next attack, in this case D+HP.

Autocombos can often branch out. So, a character that has HP, HP, D+HP may also have HP, HP, HK, B+HK. If that's the case, the first two attacks are done the same, but after the second attack has started, you can press D+HP to follow one branch or HK to follow the other.

Autocombos that begin with a Kick can typically be started with a Low Kick or a High Kick.

Ultimate Mortal Kombat 3 Autocombos

In Ultimate Mortal Kombat 3, autocombos retained the same traits as they had in Mortal Kombat 3. However, a new element was added; the ability to start any autocombo with a Jump Punch (JP) or a Straight Up Jump Kick (SUJK). If you hit your opponent with a jump punch while he or she is standing on the ground, you have a window after the punch connects to press the first button of an autocombo. If you do that, your character's location will be reset to standing right next to your opponent and you will be doing the first hit of the autocombo. After that you can continue the autocombo normally.

The term Punch Starter refers to starting an autocombo by connecting a Forward JP, Backward JP, or Straight Up JP against a standing opponent. The term Kick Starter refers to starting an autocombo by connecting a SUJK. Please note that forward and backward jump kicks cannot be used to start autocombos.

One strange glitch with Punch and Kick Starters is a number of characters cannot start autocombos with Punch and Kick Starters if the opponent is a female ninja. If you are playing against a female ninja, your character will be reset to a position too far from the female ninja after the Punch or Kick starter to be able to continue the combo. When that happens, your character will begin the first hit of the autocombo, it will not connect, and your character will have to wait a short time to recover from it before he or she can move again.

The Punch and Kick starters add a different amount of damage to autocombos. Typically, Kick Starters add more damage than Punch Starters do.

If you connect a Punch or Kick Starter and the autocombo you attempt to begin afterwards begins with a Kick, you must use High Kick. If you press Low Kick, the first hit of the autocombo will not happen.

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