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Sonya Pop Up Combos

I wasn't sure if I should make a thread dedicated to this or not, but actually I was curious as to what Sonya's pop-up combo(s) would be? I don't want to sound like a jerk as if I'm trashing the site, but I find if kind of odd that the character strategy forums are nothing more than info on infinite combos.
 
I wasn't sure if I should make a thread dedicated to this or not, but actually I was curious as to what Sonya's pop-up combo(s) would be? I don't want to sound like a jerk as if I'm trashing the site, but I find if kind of odd that the character strategy forums are nothing more than info on infinite combos.
The character forum isn't really for the basic combo's for that certain character. You can go to "Wiki" that's located to the far left under the title "Main Menu" in big bolded red letters. Then scroll down to "Shortcuts" and click on "Ulitmate Mortal Kombat 3". After you do this, click on #7 where it says "complete move/combo list". At the top after you click it, there will be another link called "Ultimate Mortal Kombat 3 Move List". Then all the characters moves, basic juggles and advanced juggles will be there. The characters are in alphabetical order.

If that seems to hard for you, here's the link: http://ultimatemk.com/wiki/article/Ultimate_Mortal_Kombat_3_Move_List
 

Shock

Administrator
Premium Supporter
It's fine to make a thread that hasn't been covered. I understand that there can be general threads about characters but posting specific threads about things can make it even easier to discuss. This is why there are sub forums for each character now. Asking multiple questions about things in one thread can get annoying. For example, if someone asks about glitch canceling and how to uppercut in the same thread, that's two totally different topics and skills.
 

Remz

https//:wavenet.remz.ca
On Sonya's popup combos, I want to say that I think that the best option to use is: popup, aaHP, JK, leg grab even if the late jump kick to HK is more damaging. The reason is you can get right on top of your opponent after a LG.
 

Shock

Administrator
Premium Supporter
aaHP JK Leg Grab still gets "Wow" reactions out of players, and when I get aaHPHP or aaHPLP on say Jax Stryker or Sub, they are blown away.
 

Shock

Administrator
Premium Supporter
Seriously, I can't believe how many players are still stuck in the realm of like, pop up, JK, or in the corner JK, HK or LK. I think it's been about 7 years since the advent of the use of JK, aaRH, HK in the corner after a pop up. Lately with Human Smoke I've been using JK, JK air throw, which makes people shit themselves. I figured the combo videos would have opened some more eyes!
 

MKK hanzo

Moderator
Seriously, I can't believe how many players are still stuck in the realm of like, pop up, JK, or in the corner JK, HK or LK. I think it's been about 7 years since the advent of the use of JK, aaRH, HK in the corner after a pop up. Lately with Human Smoke I've been using JK, JK air throw, which makes people shit themselves. I figured the combo videos would have opened some more eyes!
This is very true and sorry for the off topic.

Im aware that not anybody is the same and that some ppl prefers tactics over combos, zoning etc, but they should be ALWAYS aware that you MUST, always, at any given chance, MAXIMIZE the damage output on your combos.

I know that execution plays a role in these stuff, but for gods sake, there is ppl here that can zone VERY well, but they make a Sonya pop up in the corner and do JK, aaHK. Thats all. Not even aaHP, Leg grab or wathever just for the sake of being fancy (or as ninjagrinder will call it: "combo maker spirit" lol ).

In fact, sometimes I have even lost matches for this, but I think ppl should start to think in the: "high risk-big reward" fashion.

Just my 2 cents.
 

Shock

Administrator
Premium Supporter
It's definitely part of the discussion. Sometimes part of strategy is to keep a character in the corner, but you can always modify a combo, sacrifice a little damage, if it means you might be able to get more or end the match with additional damage.

For example if you're in the corner back to the wall with Sonya, opponent has 65% health, conventionally you cannot end the round with a combo, so you do 5 hit pop up, instead of doing JK, HK which does more, you would do JK leg grab to get them back in that corner, setting a potential match ending scenario, rather than getting a little more damage and giving them the chance to get away.

Of course you guys know this, but this is helpful to newer players, as I see some players giving up tactical advantage for damage in non-match winning scenarios, and giving up damage for tactics in match winning scenarios.

I have been teaching players recently whom I've been able to train in person the value of keeping an opponent cornered even if it means you don't get all the damage possible. Another factor here is being able to recognize when a combo or move will kill and when it won't, which I consider to be a very high level player ability that I guarantee under 1% of even the competitive base uses.

There have been time as Human Smoke for example, when I'm low on energy and I know that his B&B finish will not win the round, so instead I'll do aaHP, aaHP, HK, or LK to keep them near the corner. The air throw at the end would keep put them far away from me, possibly sacrificing the round, in the corner, they have less options. It's also important to know when your moves disable, and positioning for corner placement, ie: Smoke back to the wall, vs facing the wall, and how many hits you should use when in order to get a teleport that will make you face the wall, or neglecting to use the TP because it'll put your back to the wall.

For Sonya, her only real option to put them back to the wall is the Leg Grab, and if she's facing the wall, she can kill or do more damage most of the time without using it when killing with it is possible, so it's not worth that 1% extra it does that may or may not finish them off. The only times I ever really use it facing the corner are if I'm very far ahead on life/opponent has no chance, or after a RH combo but you do risk it being blockable if you don't hit the RH low enough, otherwise aaHP to Bike kick, Wave Punch, or Rings, but Rings might create too much of a 50/50.

So in the end, a solid mix of maximizing damage and tactical advantage is the true key. Either or will get you wins, but combing both will get you more. Of course my favorite mid screen Sonya combo is 5 hit pop up, bleeding JK, aaLP, JK, leg grab, but I've only ever gotten that unblockably once in game against a person, so it's a huge risk.
 

NinjaGrinder

A living, Breathing Piece of Defecating Meat
Yeah, agree 100%

I tell this stuff to the people I play all the time (playing 'em or watching 'em play), to recognize their best options, how is better to keep the opponent cornered, and viceversa, when they risk too much to get a combo that they haven't mastered yet. Some pay attention, others not, sometimes just because of their egos or something, lol!

And hanzo, it's not "spirit", I call it "combo maker complex"! jajaajajajajaja
 

MKK hanzo

Moderator
Yeah, agree 100%

I tell this stuff to the people I play all the time (playing 'em or watching 'em play), to recognize their best options, how is better to keep the opponent cornered, and viceversa, when they risk too much to get a combo that they haven't mastered yet. Some pay attention, others not, sometimes just because of their egos or something, lol!

And hanzo, it's not "spirit", I call it "combo maker complex"! jajaajajajajaja
You got it right ehehhe I forgot that word. Thats my curse lol

Agree 100% with what Shock said. Its time to the ones who want it, to STEP UP their game on UMK.