Ultimate Mortal Kombat 3 Move List
From UltimateMK.com
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.
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
| |
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
| |
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
| |
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
| |
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
| |
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
| |
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
| |
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
| |
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
| |
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
| |
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
| |
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
| |
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
| |
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
| |
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
| |
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
| |
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
| |
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
| |||||||
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
| |
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
| |
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)
| |
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
| |
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
| |
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
| |
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% |
| No |
| 14.5% |
| No |
| 6% per slam |
| No |
| 8% |
| Yes |
| 21% |
| No |
