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Umk3 question

Hi everybody, since the mk ak patch is coming soon, I've red the guide that is on mksecret.net and i have some question. I saw the kara jab section and I understood nothing at all. First what it is and how to do it properly I Mean Can I run while doing this as an exemple does it Only work with lp ?

Thank you
 

Eternal

Noob
Kara jabbing is done with either the run button or block button..

Heres 2 examples



I recommend using block to kara jab because if you get attacked while jabbing, you will auto block...Also you may want to look into glitch jabbing..

Here are a few links to look over..

http://testyourmight.com/forum/content.php?1785-UMK3-Mini-Tutorial-Video-(Run-Jabs)
http://testyourmight.com/forum/showthread.php?2789-How-glitch-jabs-affect-UMK3

Also be aware that if you get good at doing them a lot of people will cry and say you are cheating because you are exploiting the game.. But fuck them
 
hey

Kara jabbing is done with either the run button or block button..

Heres 2 examples



I recommend using block to kara jab because if you get attacked while jabbing, you will auto block...Also you may want to look into glitch jabbing..

Here are a few links to look over..

http://testyourmight.com/forum/content.php?1785-UMK3-Mini-Tutorial-Video-(Run-Jabs)
http://testyourmight.com/forum/showthread.php?2789-How-glitch-jabs-affect-UMK3

Also be aware that if you get good at doing them a lot of people will cry and say you are cheating because you are exploiting the game.. But fuck them

So if i understand to perform a glitch jab i must just cancel a lp with blk while running ?
 

Eternal

Noob
kara jab and glitch jab are kinda different

To Kara Jab hold run+forward then alternate tapping lp then block, lp then block, lp then block..I do not release run+forward as I jab

To glitch jab hold run+forward then press lp but immediately after that first lp hold block+down(or block+down+back to not be thrown), Release block just after the seconded lp...Like this lp(block+down)lp, release block+down and hold forward again, alternating from glitch jab to run+forward, remember to keep the run button held down...Basically you are tapping lp lp while holding block+down(or block+down+back). You need to hold down while glitch jabbing so that you can't be swept and hold back to not be thrown ..Its kinda hard but once you get it in your muscle memory its easy..

Now once you get the two jabs down then mix them up into different patterns like NinjaGrinder shows in his video

As when you kara jab and glitch jab always do a combo whenever you feel like the opponent is going to release their guard and be open
 

Shock

Administrator
Premium Supporter
I define glitch jabbing/defense jabs as when you hold block and jab while never releasing blocking, standing in place, with or without holding back or back+down to prevent throws and block sweeps. To wrap it up, blocking entirely while jabbing with no other purpose but to bait with a "blind" blocking mechanism. Because you are attacking and can defend everything indefinitely, this is as close to a glitch as you can get in any game. This is an offensive and defensive tactic, and there is no canceling involved.

Run jabs are when you literally advance forward, and either cancel jabs with the Run button by virtue of advancing with run, or hold forward and cancel the run with Jabs, while not focusing solely on defense, however defense can be incorporated with mixing in Kara jabs. Run jabs use to be just considering canceling jabs with the Run button alone because Run does nothing when you press it by itself except disable virtually all special moves, however sub-definitions are required for the other scenarios because you can also cancel jabs with HK, LK and Block. This is an offensive tactic.

In MK Kara jabs are canceling jabs with block or block+down to anticipate counters to the jabs to create punishment scenarios, or ways to get closer, or intentionally canceling jabs with special moves before the jabs connect. Kara means "empty" and is in many other fighting games. It translates to performing an attack without the intent of using the attack for its designed benefit. In Street Fighter for example, Zangief players will perform a jab before attempting a 360 or 720 Super command grab. This keeps Gief on the ground, and also creates an element of confusion because you see a jab come out, which is followed immediately by a throw. The jab entices the opponent to advance and attack based on their opponent's reaction to the attack, however the "Kara" concept has already baited the player who sees the jab itself and no reaction time is required. You've committed to the jab and what follows the jab. This concept baits wake up attacks, sweeps, special move counters, standing normals etc. This doesn't require advancing with forward movement but it can be combined with Run jabs. This is a defensive tactic.

There might be a few other details or ways to explain them, but really, any confusion in the terminology is just that. I don't remember the wording on MKSecrets but it should be similar to the wording on ultimatemk. If they are worded poorly on UMK I will correct it but those three explanations should be all you need to understand the functions of all three concepts. Overall, jab canceling is a generic term explaining how to stop or shorten jab animation with other commands, and that in itself has several categories.

A related concept is "Glitch Canceling," (gc) which IMO is a true glitch, or a biproduct of 1 frame delayed update in the game engine for the player at disadvantage. You can gc jabs, or jump attacks, when you are on frame disadvantage for the round. It's up to you to figure out if you are or not, and there are various signals that let you know, however by the time you find out there might not be a chance to abuse gc'ing. You gc by performing for example, a jab, and then a special move as the jab animation happens, pressing the final command for the special so that the jab is canceled upon the frame of contact. This would result in the ability to cancel into Sub-zero's freeze after 2 attacks, instead of just one.
 

Eternal

Noob
To Kara Jab hold run+forward then alternate tapping lp then block, lp then block, lp then block..I do not release run+forward as I jab
Another way of kara run jabbing is like this

run+forward release then alternate tapping lp then block+down(or block+down+back), hold run+forward release, lp then block+down(or block+down+back).. Doing it this way is harder but like the glitch jab/defense jab, this will stop you from being swept and thrown.
 

Eternal

Noob
I define glitch jabbing/defense jabs as when you hold block and jab while never releasing blocking, standing in place, with or without holding back or back+down to prevent throws and block sweeps. To wrap it up, blocking entirely while jabbing with no other purpose but to bait with a "blind" blocking mechanism. Because you are attacking and can defend everything indefinitely, this is as close to a glitch as you can get in any game. This is an offensive and defensive tactic, and there is no canceling involved.
If thats your definition of glitch jabbing/defense jabs then what would be the proper definition for lp(block+down+back)lp Marvirrasta style?
 

Shock

Administrator
Premium Supporter
If you want to give the tactic a name it would be something like "Advanced Kara Run Jabs" or we could coin a term now and say Karun Jabs. Marv uses this tactic more consistently than just about anyone I've seen. I included this tactic into the definitions when saying "however defense can be incorporated with mixing in Kara Jabs" in the Run Jabs paragraph.