Ultimate Mortal Kombat 3 Move List

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This is a comprehensive list of the special moves, autocombos, and juggles for Ultimate Mortal kombat 3 for the Arcade, Ultimate Mortal Kombat 3 (Xbox 360) and Ultimate Mortal Kombat for the Nintendo DS. For each special move, as much information as possible has been added. This includes the basics like how much damage the moves do and whether the moves can be done on the ground, in the air, or both. It also includes whether or not something "Activates DP."

DP stands for Damage Protection. Some moves, combos, and regular hits activate Damage Protection in Mortal Kombat games starting with Mortal Kombat 3. Once Damage Protection activates, the damage done by moves in a combo are reduced.

Contents

Terminology

Below are some abbreviations that you will find helpful when using this move/combo list:

Abbreviation Meaning
KS Kick Starter. A kick starter is when an autocombo is started with a straight up jump kick.
PS Punch Starter. A punch starter is when an autocombo is started with any type of jump punch.
GC Glitch Cancel. Glitch canceling is a method to add an extra hit into a juggle that would normally disable a special move. For instance, Sub Zero's Freeze should be disabled if you get more than one comboed hit before it. But you can get two hits before it if you glitch cancel the second hit into the Freeze.
JK Jump Kick
JP Jump Punch
Usage Limits This column tells you when a particular move disables. If it says "after 3 hits" that means if you get more than 3 comboed hits, that move is disabled.

Move/Combo List by Character

Classic Sub Zero

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Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
Freeze D, F, LP Yes No After 1st hit, or when ground freeze is out.
Ground Freeze D, B, LK Yes No Disabled after 1st hit or with Opponent in corner. 3 second recharge after move duration is completed.
Slide B + LP + LK + BL 8% Yes No

Basic Combos

Sequence Hits Damage With Punch Starter With Kick Starter
HK, B+HK, F+LK 3 19% 28% 30%
HP, HP, D+LP, D+HP 4 22% 31% 33%
HP, HP, F+LK, B+HK, F+LK 5 26% 28% 30%

Basic Juggles

Sequence Hits Damage Description
KS, HP, HP, D+LP, D+HP, JK, slide 7 45%
aa freeze, aaHP, freeze, aa(HP,HP), JK, slide 5 43%
freeze, cross up jump kick, freeze, aa (HP HP), JK, slide 5 33%
aaHP, ground freeze, KS, HP, HP, D+LP, D+HP, JK, slide 9 51%

Advanced Juggles

Sequence Hits Damage Description
aa freeze, aaHP, freeze, aaHP freeze HP,HP, JK, slide 6 50% Breaks a rule by canceling before the

punch hits but still connecting

aaHP,HP (glitch canceled) ground freeze, KS, HP, HP, D+LP, D+HP, JK, slide 10 58% Best Punisher.

Cyrax

image:Char_info_bullet.png View indepth Character Guide

Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
Midway Bomb Hold LK, B, B, HK 11% Yes No Disabled after 1 hit or when two bombs are out. Lands at the midway between the 2 characters locations at the time of firing.
Tracking Bomb Hold LK, F, F, HK 11% Yes No Disabled after 1 hit or when two bombs are out. Lands at the location of your opponent at the time of firing.
Net B, B, LK Yes No Disabled after 2 hits.
Air Throw D, F, BL to enter air throw mode then LP near opponent to throw them. 15% Yes No The air throw is done when Cyrax is on the ground and the opponent is in the air. Cyrax launches towards his opponent tracking them vertically until he reaches a certain point. Once he reaches them, if he doesn't throw them, he will continue on the path he ended up on when he passed the opponent and gravity will pull him back down.
Teleport F, D, BL Yes Yes Cyrax's teleport is for transportation only. It has bad startup and recovery.

Basic Combos

Sequence Hits Damage With Punch Starter With Kick Starter
HK, HK, B+HK 3 19% 28% 30%
HP, HP, LP 3 18% 27% 29%
HP, HP, HK, HP, HK B+HK 6 30% 40% 42%

Basic Juggles

Sequence Hits Damage Description
aa net, aa(HP,HP), aa net, aa(HP, HP) air throw 5 41%
throw, aaLP, net, aaHPHP or JK, air throw 25-26%

Advanced Juggles

There are tons of bomb variations that require set ups.

Sequence Hits Damage Description
Bomb, RH into bomb, aa(HP,HP) air throw 5 56%
aaHP, net, aaHP, net, aaHP,HP air throw 5 41%
aaHP, net, aaHP, net, JK, air throw 5 41%
aaHP, aaHP, net, deep JK, aaHP, air throw 5 50%
(corner) aaHP, aaHP, net, JK, RH, air throw, 61%
(corner) aaHP, net, JK, net, JK, RH, HK (or air throw) 5 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

Ermac

image:Char_info_bullet.png View indepth Character Guide

Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
Fireball D, B, LP 12% Yes No Fires the same looking projectile as Shao Kahn with bad recovery time.
Telekenetic Slam B, D, B, HK 5.5% Yes No After 4 hits, 3 second recharge time within combos or when blocked Can catch a character on the ground or in the air.
Teleport Punch D, B, HP 9% Yes Yes Yes After 4 hits, 2 second recharge time.

Basic Combos

Sequence Hits Damage With Punch Starter With Kick Starter
HK, LP 2 15% 24% 26%
HP, HP, B+LP, D-F HP 4 19% 29% 31%
HK, HK, LK, B+HK 4 23% 33% 34%
HP, HP, B+LP, HK, LK 5 24% 34% 35%

Basic Juggles

Ermac has too many juggles to possibly list them all. Use these as a starting point to find your own.

Sequence Hits Damage Description
HK, LP, JK, teleport punch, telekentic lift (TKS), aa(HP,HP) fireball 7 42% (says 39%) (with HK 43%, says 40%)
KS, HK, LP, aaHP, TKS, aaHP,HP, fireball 7 45%
JK, TKS, aa(HP,HP), teleport punch whiff, aaHP, TKS, aa(HP,HP) fireball 9 40% (says 7 hits 37%)
TKS, aa(HP,HP), teleport punch whiff, aa(HP,HP), TKS, uppercut 7 58% (says 5 hits 48%)
TKS, aa(HP,HP), teleport punch whiff, aa(HP,HP), TKS, aa(HP,HP), fireball 9 61% (says 7 hits 51%)

Advanced Juggles

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 below listed combos are acceptable as they do over 50% for the most part I believe.

Sequence Hits Damage Description
TKS, aa(HP,HP) teleport punch whiff, aa(HP,JK), TKS, aa(HP,HP),JK 9 74% (says 7 hits 64%) (add another aaHP on some characters at the end for 6-7% more, or aaHP,HP aaHP, fireball on anyone for 78% (reads as 67% but 11% for two lifts)
TKS, aaRH, teleport punch, aaHP, TKS, aa(HP,HP), aaLP, fireball 9 50% (says 7 hits 44%)
KS, HK, LP, JK, TKS, R, bouncing hit HK, LP, R, HP, fireball 9 55% (says 8 hits 51%)
aaHP, TKS, aaHP,HP, JK, TKS, aaHP,HP, 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) TKS, aa(HP,HP), JK, RH, TKS, aa(HP,HP), JK, RH 100%
(Corner) aaRH, TKS, aa(HP,HP) aaHP, TKS, aa(HP,HP), JK, RH, R+LK 100%

Human Smoke

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Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
Spear B, B, LP 5% Yes No After 4 hits, 3 second recharge time within combos
Teleport Punch D, B, HP 9% Yes Yes Yes After 4 hits, 2 second recharge time.
Air Throw BL near opponent in air 15.5% No Yes

Basic Combos

Sequence Hits Damage With Jump Punch With Jump Kick
HK, LP 2 15% 24% 26%
HK, D+LP, D+HP 3 18% 28% 30%
HP, HP, U+LP 3 19% 27% 29%
HP, HP, HK, B+HK 4 24% 33% 35%
HK, HK, LK, B+HK 4 23% 33% 34%

Basic Juggles

Sequence Hits Damage Description
KS, HK, D+LP, D+HP, spear, HK, D+LP, D+HP, JK, air throw 10 about 55% (says 9 hits 50%)
HK, LP, early JK, spear, HK, D+LP, D+HP, JK, air throw 9 about 50%
JK, teleport punch, spear, HK, D+LP, D+HP, JK, air throw about 50%
HK, LP, JK, teleport punch, spear, HK, D+LP, D+HP, JK, air throw 10 about 50%

Advanced Juggles

(Harpoon makes corner combos easier to set up)

Sequence Hits Damage Description
aaRH, teleport punch, R, HP, harpoon, HP, HP, HK, B+HK 8 about 60%
aa(HP,HP), teleport punch miss, aa(HP,HP), spear, HK, D+LP, D+HP, JK, air throw 10 about 65%
KS, HK, D+LP, D+HP, spear, R close to corner if already near, HK, D+LP, D+HP, JK, JK, air throw 11 about 65%
aaHP,HP, JK, teleport punch, harpoon, HK, D+LP, D+HP, aaHP, JK, air throw 10 about 68%
aaHP,HP, teleport punch whiff, aaHP,HP, harpoon, HK, D+LP, D+HP, aaHP, JK, air throw 10 about 69%
aaHP, HP, teleport punch whiff, aaHP, JK, harpoon, HK, D+LP, D+HP, aaHP, JK, air throw 10 about 78% Best Punisher

Jade

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Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
High Boomerang B, F, HP 12% Yes No Projectile that curves upwards
Horizontal Boomerang B, F, LP 12% Yes No
Low Boomerang B, F, LK 12% Yes No Projectile that curves down
Return Boomerang B, B, F, LP 12% Yes No Same as Horizontal Boomerang except if it doesn't hit an opponent, upon leaving the screen, it reverses and comes back.
Dash Kick D, F, LK 11.5% Yes No Her hitboxes are strange because she holds the kick for so long and her hittable area is a narrow strip in the middle of her sprite.
Projectile Protection B, F, HK Yes No

Basic Combos

Sequence Hits Damage With Punch Starter With Kick Starter
HP, HP, D+LP, D+HP 4 22% 31% 33%
HK, HK, LK, B+HK 4 23% 33% 34%
HP, HP, D+LP, LK, HK, LK, B+HK 7 25% 34% 36%

Basic Juggles

Sequence Hits Damage With Punch Starter With Kick Starter Description
HP, HP, D+LP, D+HP, D+LK 5 24% 33% 35% (limited to character size)
HP, HP, D+LP, D+HP, LK 5 28% 37% 39% (even more limited)
HP, HP, D+LP, D+HP, HK 5 29% 39% 40% (Jax, Unmasked Sub, Sheeva...)

Advanced Juggles

Sequence Hits Damage
run out of corner under jumping opponent, RH, dash kick, RH, R+HK 4 60%

Jax

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Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
Single Missile B, F, HP 10% Yes No 3 second recharge time after use. The recharge time has to expire before this or the double missile can be done again.
Double Missile F, F, B, B, HP 10% Yes No 3 second recharge time after use.
Gotcha Grab F, F, LP then tap LP for multiple hits. 21% Yes No
Ground Pound Hold LK 3 seconds, release 12.5% Yes No
Dash Punch F, F, HK 13% Yes No
Back Breaker BL near opponent in air 16% No Yes
Multislam When you throw your opponent, tap HP to slam them multiple times. 6% per slam Yes No

Basic Combos

Sequence Hits Damage With Punch Starter With Kick Starter
HK, HK, B+HK 3 19% 28% 30%
HP, HP, BL, LP, B+HP 5 24% 33% 35%
HK, HK, D+HP, HP, BL, LP, B+HP 7 33% 43% 45%
aaHP,HP, JK, backbreaker 4 about 45% Best Punisher

Combo Juggles

Sequence Hits Damage
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 49%-50%

Corner Combos

Sequence Hits Damage Description
KS, HK, HK, D+HP, HP, BL, LP, B+HP, aaHP, gotcha 14 approx 60% The damage readout isn't correct and says 69%
KS, HK, HK, D+HP, HP, BL, LP, B+HP, aaHP, dash punch, Jump Up, backbreaker 10 54% Damage does not include the backbreaker.

Kabal

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Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
Spin B, F, LK 1 pixel contact damage during DPed combos Yes No Yes Usage Limits on the 2nd comboed hit Extremely fast. The spin has almost no startup time.
Fireball B, B, HP 15.5% Yes Yes
Ground Blade B, B, B, RN 11% Yes No

Basic Combos

Sequence Hits Damage With Punch Starter With Kick Starter
HP, HP, D+HP 3 13% 22% 24%
HP, HP, HK, B+HK 4 19% 28% 30%
HK, LK, B+HK 3 18% 28% 30%
HK, LK, HK, B+HK 4 24% 34% 36%
HP, HP, D+LP, D+HP 4 17% 27% 28%
HK, LK, HP, HP, D+HP 5 15% 25% 27%
HK, LK, HP, HP, HK, B+HK 6 18% 28% 30%
HK, LK, HP, HP, D+LP, D+HP 6 17% 27% 28%

Basic Juggles

Sequence Hits Damage
Spin, KS, HK, LK, HP, HP, D+HP, JK, air fireball 9 41%
aa spin, aa(HP,HP), JK, air fireball 5 42%
aaHP, spin, aa(HP,HP), JK, air fireball 6 49%

Advanced Juggles

Sequence Hits Damage Description
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 variable 56%-70% You can get at least 2 JK->air fireballs on every character. 2 volleys is 11 hits 56%. 3 is 13 hits 70%
aa spin near corner, aa(HP,HP out of skate range) JK, airfireball 2X or 3X variable 72-100% on 2X, stick in a running HK at the end, for 86%.
Spin, KS, HK, LK, HP, HP, D+HP, R, aaHP, JK, airfireball 10 44%
aaspin, JK, aaLP, JK, airfireball 5 50% This works on male ninjas, Jax, Sub, Stryker.
aaSUJK, aaspin, JK, aaLP, JK, airfireball 6 61% This works on male ninjas, Jax, Sub Zero, Stryker.
aaHP,HP (glitch just frame cancel to spin), aaHPHP, aaHP, JK, airfireball 8 62% On Scorpion, Smoke, and Ermac block teleport punch especially easy, hit them before they fall out of the spin because they can escape.
Spin, HKS, HK, LK, HP, HP, D+HP, R, aaHP, JK, air fireball 10 44% This works on male ninjas, Jax, Stryker, and Sub-zero, add a second aaHP on Jax for 11 hits 47%.
JK (grounded) spin, wait till they fall out of the spin, HP, HP, JK, air fireball 6 59%
aaHP,HP (glitch cancel, again easier than you would think) spin, aaHP,HP, aaHP, JK, air fireball 8 62% Best Punisher. Escapable if timed incorrectly.

Kano

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Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
Knife Throw D, B, HP 11% Yes No
Knife Uppercut D, F, HP 15.5% Yes No
Cannonball Hold LK, release 14.5% Yes No
Upward Cannonball F, D, F, HK 14.5% Yes No
Manhandle D, F, LP 18.5% Yes No
Air Throw BL near opponent in air 9.5% No Yes

Basic Combos

Sequence Hits Damage With Punch Starter With Kick Starter
HK, LP 2 15% 24% 26%
HK, D+LP, D+HP 3 19% 28% 30%
HK, HK, LK, B+HK 4 23% 33% 34%
HP, HP, LP 3 18% 27% 29%
HP, HP, D+LP, D+HP 4 22% 31% 33%
HP, HP, HK, LK, B+HK 5 26% 36% 37%

Basic Juggles

Sequence Hits Damage Description
KS, HP, HP, D+LP, D+HP, JK, air throw 7 between 45% and 50%
KS, HP, HP, D+LP, D+HP, mandhandle 6 about 40% Combo Meter says 34%
KS, HP, HP, D+LP, D+HP, aaHP, knife throw 7 42% Change last hit to Knife uppercut for 44%

Advanced Juggles

Sequence Hits Damage Description
KS, HP, HP, D+LP, D+HP, deep JK with LK and charge LK, mandhandle, release for cannonball 8 about 65% Combo Meter says 7 hits 54%
(In corner especially against teleporters) aaHP, JK, aaHP, mandhandle, cannonball 5 about 65%
KS, HP, HP, D+LP, D+HP, aaHP, JK, cannon ball 8 51%
aaHP,HP, JK, cannonball 4 43% Best Punisher

Kitana

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Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
Fan Throw F, F, HP + LP (or hold either P+F,F, + other P) 13% Yes Yes Yes 3 second recharge time.
Fan Lift B, B, B, HP Yes No Yes No hits can be performed before it used.
Square Wave Punch D, B, HP 16% Yes No

Basic Combos

Sequence Hit Count Damage With Punch Start With Kick Start
HP, HP, B+LP, F+HP 4 25% 35% 37
HK, HK, LK, B+HK 4 23% 33% 34%

Basic Juggles

Sequence Hit Count Damage Description
fan lift, JK, Fan, R, aaHP, JK 5 25%
fan lift, JK, Fan, R, D+HP 4 25%

Advanced Juggles

Sequence Hit Count Damage Description
KS, HP, HP, B+LP, F+HP 6 43% (works on all male characters except Shang)
aa (HP HP), JK, fan, R, HK 4 49%
aa (HP HP), JK, fan, wave punch 4 50%
aa (HP HP), JK, fan, R, aa (HP HP), JK or Wave Punch 7 56% Best Punisher
(corner) aaHP, JK, fan, JK, RH, HK 6 59%

Kung Lao

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Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
Teleport D, U Yes No
Hat Throw B, F, LP 12% Yes No Disabled until the original hat leaves the screen
Spin F, D, F, RN - keep tapping RN to continue spinning 13% Yes No Yes At least 1 hit between usage in juggles, otherwise unlimited
Dash Kick D + HK in air 9% No Yes

Basic Combos

Sequence Hits Damage With Punch Starter With Kick Starter
HP, LK, B+HK 3 18% 27% 29%
HK, LK, HK 3 19% 28% 30%
HP, LP, HP, LP, LK, LK, HK 7 34% 44% 46%

Basic Juggles

Sequence Hits Damage
aa Spin, R, aa(HP,HP) hat throw 4 25%

Advanced Juggles

Sequence Hits Damage Description
aa Spin, R, aaHP, JK, whiff dash kick, aaHP, hat throw 5 33%
spin, R, aaHP,HP, JK or JP, whiff dash kick, aaHP, repeat across screen. (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)
aaHP,(HP- may be necessary) JK, whiff dash kick (repeat til corner or dead)

Liu Kang

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Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
Fireball F, F, HP 13% Yes Yes
Low Fireball F, F, LP 13% Yes No
Dragon Kick F, F, HK 14% Yes No
Bicycle Kick Hold LK 2 seconds, release 12% Yes No If the bicycle kick hits an opponent while they are doing a move they will not be able to block until they recover from the stumble.

Basic Combos

Sequence Hits Damage With Punch Starter With Kick Starter
HP, HP, B+LP 3 13% 22% 24%
HK, LK, HK, LK 4 22% 32% 34%
HP, LK, LK, HK, LK 5 25% 35% 37%
HP, HP, BL, LK, LK, HK, LK 7 29% 39% 40%

Basic Juggles

Sequence Hits Damage Description
KS, HP, HP, B+LP, aaHP, JK, airfireball 7 32%
KS, HP, HP, D+LP, deep JK, fireball, Dragon kick Does less than his auto combo and a lot more effort.

Advanced Juggles

Sequence Hits Damage Description
aa(HP,HP), JK, airfireball, dragon kick 5 56% Best Punisher
KS, HP, HP, B+LP, JK, airfireball, dragon kick 7 34%
(Near corner) aa(HP,HP) 3X JK air fireball like Kabal, with same nuances
(Near corner), KS, HP, HP, B+LP, JK, air fireball 3X, aaHP, fireball, standing LK 13 50% The last hit is doable on just about everyone, but very difficult in concept.

Mileena

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Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
Sai Hold HP 1 second, release 9.5% Yes Yes Yes
Drop Kick F, F, LK 14.5% Yes No
Roll B, B, D, HK 9.5% Yes No Yes Disabled after 2 hits.

Basic Juggles

Sequence Hits Damage Description
KS, HP, HP, HK, HK, D-F LK, JK, sai 8 42%

Advanced Juggles

Sequence Hits Damage Description
roll, RN, HP, roll, R, HK 4 24%
aa(HP,HP), roll, RH 4 31%
aaHP, JK, roll, R, aaHP, HK 5 42%
aaHP, JK, roll, JK, sai 5 44%
aaHP, JK, roll, R, aaHP,HP, JK, sai shot 7 50% Best Punisher

Nightwolf

image:Char_info_bullet.png View indepth Character Guide

Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
Axe Uppercut D, F, HP 11% Yes No Yes
Arrow D, B, LP 9.5% Yes No Start up animation is cut down to 1/3 if fired while opponent cannot control their movement (also called the "fast" arrow).
Shoulder Tackle F, F, LK 14.5% Yes No
Reflect Projectiles B, B, B, HK Yes No

Basic Combos

Sequence Hits Damage With Punch Starter With Kick Starter
HK, HK, B+HK 3 19% 28% 30%
HP, HP, LP, D-F HP 4 23% 33% 34%
HK, HP, HP, LP, D-F HP 5 28% 38% 40%
HP, HP, LP, HK 4 22% 31% 33%
HK, HP, HP, LP, HK 5 27% 37% 39%

Basic Juggles

Sequence Hits Damage Description
KS, HK, HP, HP, LP, D-F HP, shoulder tackle 7 47%
HK, HK B+HK repeat NA 100% In corner against Robots, Sheeva, Kano, and Kabal.

Advanced Juggles

Sequence Hits Damage Description
aaHP,HP, JK, arrow 4 38% Best Punisher
(in corner) aaHP, JK, aaHP, shoulder tackle, shoulder tackle 5 57%
On male ninjas, KS, HK, HP, HP, LP, D-F HP, axe, axe, axe, HK 10 58%
KS, HK, HP, HP, LP, D-F HP, axe, R, HP, shoulder tackle 9 59%
KS, HK, HP, HP, LP, D-F HP, axe, R, HP, axe, shoulder tackle 10 61%
KS, HK, HP, HP, LP, D-F HP, axe, axe, aaHP, axe, aaHP, shoulder tackle 11 64% Works on Sub-zero, Jax, Stryker, Kabal, Kano, and a few other characters.

Reptile

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Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
Slow Force Ball B, B, HP + LP (or hold either P+B,B, other P) 11% Yes No Yes After 3 hits
Fast Force Ball F, F, HP + LP (or hold either P+F,F, other P) 11% Yes No Yes After 3 hits
Slide B + LP + LK + BL 8% Yes No
Invisibility U, D, HK Yes No
Dash B, F, LK 8% Yes No
Acid Spit F, F, HP 9% Yes No

Basic Combos

Basic Combos Hit Count Damage With Punch Start With Kick Start
HP, HP D+LP 3 18% 27% 29%
HK, HK B+HK 3 21% 30% 32%
HP, HP, HK B+HK 4 24% 33% 35%

Basic Juggles

Sequence Hit Count Damage Description
HP, HP D+LP, Fast Forceball, uppercut 5 34%
HP, HP D+LP, Fast Forceball, aa(HP,HP), acid spit 7 33% With a slide this would be 32%
HP, HP D+LP, Fast Forceball, aa(HP,HP), elbow dash, uppercut 7 40%
Fast Forceball, aaHP, Slow Forecall, aa, HP, HP, acid spit 6 29% (slide 28%)
Slow Forceball, aaHP, Fast Forceball, aa(HP,HP), JK, slide 7 36%

Advanced Juggles

Sequence Hit Count Damage Description
HP, HP D+LP, Fast Forceball, aa(HP,HP), elbow dash, aa(HP,HP), elbow dash, uppercut 9 46% With all elbow dash combos, see how many elbow dash, aa(HP,HP) cancels you can get.
Slow Forceball, aaHP, Fast Forceball, aa(HP,HP), elbow dash, aa(HP,HP), elbow dash, uppercut 8 42%
Slow Forceball (at about half screen distance which sometimes makes people jump in) aaRH, (they hit the forceball) aaHP, fast forceball, aaHP,HP, elbow dash,aaHP,HP, elbow dash, D+LP, D+HP 10 61% (it is relatively easy to get 2 more aaHPs but for conventionalism's sake I'll use two as the example)
Try to get a simple aaHP,HP, elbow dash whiff, aaHP,HP, elbow dash whiff, D+LP uppercut, does almost 50%, but you can attempt more HPHPs.

Scorpion

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Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
Spear B, B, LP 5% Yes No After 4 hits, 3 seconds recharge time within combos
Teleport Punch D, B, HP 9% Yes Yes Yes After 4 hits, 2 second recharge time.
Air Throw BL in air near opponent 15.5% No Yes

Basic Combos

Sequence Hits Damage With Punch Starter With Kick Starter
HP, HP, U+LP 3 19% 27% 29%
HP, HP, HK, B+HK 4 24% 33% 35%
HK, HK, LK, LK 4 23% 33% 34%

Basic Juggles

Sequence Hits Damage
JK, teleport punch, spear, HP, HP, HK, B+HK 7 33%

Advanced Juggles

Sequence Hits Damage Description
aa(HP,HP), teleport punch whiff, aa(HP,HP), harpoon, HP, HP, HK, B+HK 9 55%
aaRH, teleport punch, R, aa(HPHP), harpoon, HP, HP, HK, B+HK 9 46%
aaHP,HP, JK, teleport punch, harpoon, HP, HP, HK, B+HK 9 51%
aaHP,HP, teleport punch whiff, aaHP, JK, harpoon, HP, HP, HK, B+HK 9 64% Best Punisher

Sektor

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Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
Teleport Uppercut F, F, LK 9.5% Yes Yes After 1 hit, depletes Run Bar when connected, 1 per combo.
Dumb Missile F, F, LP 12% Yes No
Smart Missile F, D, B, HP 12% Yes No

Basic Combos

Sequence Hits Damage With Punch Starter With Kick Starter
HK, HK 2 15% 24% 26%
HP, HP, D+LP 3 18% 27% 29%
HP, HP, HK B+HK 4 22% 31% 33%
HP, HP, HK, HK, B+HK 5 26% 36% 37%

Basic Juggles

Sequence Hits Damage
JK, teleport uppercut, JK 3 28%
JK, teleport uppercut, aaHP, dumb missile 4 29%
KS, HP, HP, D+LP, HP, dumb missile 6 38%

Advanced Juggles

Sequence Hits Damage Description
aaJK, teleport uppercut, aaHP, dumb missile 4 43%
aaHP, teleport uppercut, aa(HP,HP) JK 5 45%
Smart missile, cross up JK, teleport punch, aaHP, dumb missile (or JK) 5 35%
aaHP,HP (glitch cancel suprisingly easy on male ninjas) teleport uppercut, aaHP,HP, JK 6 51% Best Punisher. It is also possible to glitch cancel off a HP,JK.
KS, HP, HP, D+LP, aaHP, JK 6 40% add an extra aaHP on some characters like Jax for 43%

Shang Tsung

image:Char_info_bullet.png View indepth Character Guide

Moves

Name Command Ground Air Activates DP Usage Limits Description
Single Fireball B, B, HP 8% Yes No 1 second recharge time.
Double Fireball B, B, F, HP 8% per Fireball Yes No 1 second recharge time.
Triple Fireball B, B, F, F, HP 8% per Fireball Yes No 1 second recharge time.
Ground Eruption F, B, B, LK 5% per Fireball Yes No
Morphs
  • Classic Sub Zero - BL, BL, RN, RN
  • Cyrax - BL, BL, BL
  • Ermac - D, D, U
  • Human Smoke - BL, RN, LK
  • Jade - F, F, D, D, BL
  • Jax - F, F, D, LP
  • Kabal - LP, BL, HK
  • Kano - B, F, BL
  • Kitana - F, D, F, RN
  • Kung Lao - RN, RN, BL, RN
  • Liu Kang - 360
  • Mileena - RN, BL, HK
  • Nightwolf - U, U, U
  • Reptile - RN, BL, BL, HK
  • Sektor - D, F, B, RN
  • Scorpion - D, D, F, LP
  • Sheeva - Hold LK, F, D, F, release LK -or- F, D, F, LK, LK
  • Sindel - B, D, B, LK
  • Smoke - F, F, HP
  • Sonya - D + RN + LP + BL
  • Stryker - F, F, F, HK
  • Sub Zero - F, D, F, HP

Basic Combos

Sequence Hits Damage With Punch Starter With Kick Starter
HK, HK, B+HK 3 19% 28% 30%
HP, HP, LP, B+HK 4 22% 31% 33%
HK, HP, HP, LP, B+HK 5 27% 37% 39%

Basic Juggles

Sequence Hits Damage
ground eruption, aa(HP,HP) double fireball 7 43%

Advanced Juggles

Sequence Hits Damage Description
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.
aaLP ~(BL,HK for Kabal Morph) spin, aaHP,HP, JK, air fireball 6 47%
(near corner) aaHP,HP, double fireball, JK, HK 6 59% More possible but tricky timing is involved plus just don't use Shang Tsung.

Sheeva

image:Char_info_bullet.png View indepth Character Guide

Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
Teleport Stomp D, U 19% Yes No
Ground Stomp B, D, B, HK 15% Yes No
Fireball D, F, HP 15.5% Yes No

Basic Combos

Sequence Hits Damage With Punch Starter With Jump Starter
HK, HK, LK, B+HK 4 27% 36% 38%
HP, HP, LP, F+HP 4 25% 35% 37%
HP, HP, LP, HK, HK, LK, B+HK 7 42% 51% 53%

Basic Juggles

Sequence Hits Damage
KS, HP, HP, LP, F+HP aaHP, RH 7 48%
KS, HP, HP, LP, F+HP aa(HP,HP) fireball 8 51%

Advance Juggles

Sequence Hits Damage
aa(HP,HP) RH 3 30%
Near corner, KS, HP, HP, LP, F+HP, JK, aa HP, fireball 8 56%
Near corner, KS, HP, HP, LP, F+HP, JK, aaHP, teleport stomp 8 57%

Sindel

image:Char_info_bullet.png View indepth Character Guide

Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
Fireball F, F, LP 12% Yes No
Air Fireball D, F, LK 12% No Yes
Scream F, F, F, HP Yes No After 2nd hit, not counting the hit before the scream.
Flight B, B, F, HK begins flight

BL ends flight

Yes No While flying you can move around or do the Air Fireball

Basic Combos

Sequence Hits Damage With Punch Starter With Kick Starter
HK, HK, B+HK 3 19% 28% 30%
HP, HP, D+HP 3 19% 29% 31%
HK, HP, HP, D+HP 4 27% 36% 37%
HP, HP, LP, HK 4 25% 35% 37%
HK, HP, HP, LP, HK 5 33% 42% 44%

Basic Juggles

Sequence Hits Damage
HK, HP, HP, D+HP, aaHP, fireball 7 47%
HK, HP, HP, D+HP, JK, air fireball 7 52%

Advanced Juggles

Sequence Hits Damage Description
aaHP, scream, aaHP,HP scream, aaHP, scream, HK, HP, HP, D+HP, R, aa(HP,HP), JK, airfireball 12 73% (says 9 hits) some characters you can only get aaHP, or aaLPLP, or aaLPHP, mix it up and figure out the best juggle.

Smoke (aka Robo Smoke)

image:Char_info_bullet.png View indepth Character Guide

Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
Spear B, B, LP 5% Yes No After 4 hits, 3 seconds recharge time within combos
Teleport Uppercut F, F, LK 9.5% Yes Yes After 1 hit, depletes Run Bar when connected, 1 per combo.
Air Throw BL in air near opponent 15.5% No Yes
Invisibility U, U, RN Yes No Repeat to become visible again.

Basic Combos

Sequence Hits Damange With Punch Starter With Kick Starter
HP, HP, LP 3 18% 27% 29%
HK, HK, LP 3 19% 28% 30%
HP, HP, HK 3 18% 27% 29%
HP, HP, LK, HK, LP 5 26% 36% 37%

Basic Juggles

Sequence Hits Damage
JK, teleport uppercut, aaHP, spear, HP, HP, LK, HK, LP 9 37%
teleport uppercut, aaHP, spear, HP, HP, LK, HK, LP 8 47%

Advanced Juggles

The setup for these combos is tricky but rewarding.

Sequence Hits Damage Description
aaHP, teleport uppercut, aaHP, spear, HP, HP, LK, HK, LP 9 54%
aaJK, teleport uppercut, aaHP, spear, HP, HP, LK, HK, LP 9 63%
aaJK, teleport uppercut, aaJK, spear, HP, HP, LK, HK, LP 9 72%
aaHP, teleport uppercut, aaJK, spear, HP, HP, LK, HK, LP 9 63% Best Punisher
(in corner) PS, HK, HK, LP, spear, HP, HP, LK, HK, LP, OTG D+LK 11 45% The spear is incredibly risky in this combo.

Sonya

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Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
Rings D, F, LP 11.5% Yes No
Leg Grab D + LP + BL 21.5% Yes No Self damage protection if done after 3 hits and is still affected by DP from autocombos.
Square Wave Punch F, B, HP 16% Yes No
Bicycle Kick B, B, D, HK 13% Yes No

Basic Combos

Sequence Hits Damage With Jump Punch With Jump Kick
HP, HP, LP, B+HP 4 22% 31% 33%
HK, HP, HP, LP, B+HP 5 27% 37% 39%
HK, HK, HP, HP, LP, B+HP 6 31% 41% 43%
HK, HK B+HK 3 18% 28% 30%
HP, HP U+LP 3 18% 27% 29%
HK, HP, HP, U+LP 4 23% 33% 34%
HK, HK, HP, HP, U+LP 5 27% 37% 39%

Basic Juggles

Sequence Hit Count Damage
KS, HK, HK, HP, HP, U+LP, aaHP, rings 8 47%
KS, HK, HK, HP, HP, U+LP, JK, leg grab 8 50%

Advanced Juggles

Sequence Hit Count Damage Description
(Near corner on teleporters especially) aaHP, RH, leg grab 3 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)

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%

aaHP, JK, leg grab 3 43% Best Punisher

Stryker

image:Char_info_bullet.png View indepth Character Guide

Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
High Grenade D, B, HP 12.5% Yes No
Low Grenade D, B, LP 12.5% Yes No
Baton Throw F, F, HK 19% Yes No Self damage protection if done after 3 hits and is still affected by DP from autocombos.
Machine Gun B, F, HP 12% Yes No Yes
Baton Trip F, B, LP 15.5% Yes No

Basic Combos

Sequence Hits Damage With Punch Starter With Kick Starter
HK, LK, B+HK 3 19% 28% 30%
HK, LK, B+LP, B+HK 4 23% 33% 34%
HP, HP, LP 3 18% 27% 29%
HK, HP, HP, LP 4 23% 33% 34%

Basic Juggles

Sequence Hits Damage
aa riot gun, R, aa(HP,HP) grenade 4 24%
KS, HK, HP, HP, LP, riot gun, R, aa(HP,HP) grenade 9 53%

Advanced Juggles

Sequence Description
KS, HK, HP, HP, LP, riot gun, baton dash whiff, aa(HP,HP), riot gun You can repeat this until you hit the corner.
(Near corner) KS, HK, HP, HP, LP, riot gun, deep JK, aaLP, riot gun, deep JK, aaLP, riot gun repeat The last 3 hits repeat as an infinite.
aaHP,HP, riot gun, baton dash whiff Best Punisher. You can repeat this until you hit the corner.

Sub Zero

image:Char_info_bullet.png View indepth Character Guide

Moves

Name Command Damage Ground Air Activates DP Usage Limits Description
Freeze D, F, LP Yes No After 1 hit
Ice Shower D, F, HP Yes No
Ice Shower (Front of Opponent) D, F, B HP Yes No
Ice Shower (Behind Opponent) D, B, F, HP Yes No Disabled when the ice clone is active.
Slide B + LP + LK + BL 8% Yes No
Ice Clone D, B, LP Yes Yes When within sweep range it does not remain active or have freezing properties, disabled when opponent is frozen by another type of freeze, 7 second recharge because clone state is included.

Basic Combos

Sequence Hits Damage With Punch Starter With Kick Starter
HP, HP, B+HK 3 18% 27% 29%
HP, HP, LP, B+HK 4 22% 31% 33%
HK, HK, B+HK 3 19% 28% 30%
HP, HP, LK, HK, B+HK 5 26% 28% 30%
HP, HP, LP, LK, HK, B+HK 6 23% 33% 34%

Basic Juggles

Sequence Hits Damage Description
aa freeze, aaHP, freeze, aa(HP,HP), JK, slide 5 43%
freeze, cross up jump kick, freeze, aa (HP HP), JK, slide 5 33%
aaHP, freeze, cross up JK, aaHK or JK 4 36 and 37% Works well on characters who are harder to aaHPHP juggle.

Advanced Juggles

Sequence Hits Damage Description
aa freeze, aaHP, freeze, aaHP freeze(breaks a rule by canceling before the punch hits but still connecting)HP,HP, JK, slide 6 50% Best Punisher
aaHP, freeze, push corner, aaHP freeze (gc), aaHPHP, JK, HK, LK 7 69% (leave off the last LK sometimes if the HK doesn't hit high enough, but a lot of positioning 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%

Throw Damage

Damage Characters Activates DP
19%
  • Kitana
  • Nightwolf
  • Jade
  • Sektor
  • Sindel
  • Stryker
  • Kung Lao
  • Kabal
  • Shang Tsung
  • Robot Smoke
No
14.5%
  • Reptile
  • Sonya
  • Scorpion
  • Kano
  • Mileena
  • Classic Sub Zero
  • Ermac
  • Sub Zero
  • Liu Kang
  • Human Smoke
No
6% per slam
  • Jax
No
8%
  • Cyrax
Yes
21%
  • Sheeva
No