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Hit Limits

TOAD

Noob
I would like to get a complete list of hit limits on all special moves for UMK3. If there is a website already with this list please post a link if not please start posting. This would be very helpful for making combo videos and just realizing what combos are possible or not. Thank you...
 
scorpion spear=4
kung lao spin= 1 hit in between thats about all iknow :)
oh and ermac tks =4

I'll try to find a site right now.
 

ded

Elder God
Kitana Fan Lift - 0 Hits
Reptile's Forceballs - 3Hits
Jade's Dash Kick - 1 Hit
Scorpion/Hsmoke/Rsmoke Spear - 4 Hits
Mileena's Roll - 2 Hits
Ermac/Scorpion/Hsmoke Teleport Punch - 4 Hits
Ermac TKS - 4 Hits
Csub/Usub Freeze - 1 Hit
Sektor/Rsmoke teleport Uppercut - 1 Hit
Csub Ground Freeze - 1 Hit
Sindel's Scream - 2 Hits, then only 1 Hit and Scream is possible
Cyrax's Bombs - 1 Hit
Cyrax Net - 2 Hits
Kabal's Spin - 1 Hit
 

TOAD

Noob
These are all the moves in the game i will update the list as needed after a few hit limits are posted keep it up guys thanks.

HIT LIMITS

Kabal
Spin-1
Eye Laser-
Ground Razor-

H. Smoke
Spear-4
Tele. Punch-4
Air Throw-

Kung Lao
Spin-
Hat Throw-
Teleport-

Kano
Vertical Cannonball-
Cannonball-
Knife Throw-
Knife Uppercut-
Manhandle-
Air Throw-

Reptile
Acid Spit-
Slow Forceball-3
Fast Forceball-3
Slide-
Invisibility-
Elbow Dash-

Ermac
Fireball-
Tele Punch-4
Telekinetic Slam-4

Knightwolf
Arrow-
Axe uppercut-
Projectile Reflection-
Shoulder Tackle-

Robo Smoke
Spear-4
Teleport Uppercut-1
Invisibility-
Air Throw-

Sindel
Fireball-
Air Fireball-
Scream-
Flight-

Jax
Single Missle-
Double Missle-
Dash Punch-
Ground Pound-
Gotcha-
Air Throw-

Sonya
Rings-
Bike Kick-
Leg Grab-
Wave Punch-

Kitana
Fan Throw-
Fan Lift-0
Wave Punch-

Stryker
High Grenade-
Low Grenade-
Batan Throw-
Batan Trip-
Riot Gun-

Scorpian
Spear-4
Tele Punch-4
Air Throw-

U. Sub
Deep Freeze-1
Ice Shower-
Front Ice Shower-
Back Ice Shower-
Slide-
Ice Clone-

Jade
Boomerang-
Up Boomerang-
Down Boomerang-
Returnarang-
Projectile Protection-
Dash Kick-1

Liu Kang
Bike Kick-
Dragon Kick-
High Dragon Fire-
Low Dragon fire-

Sektor
Smart Missle-
Dumb Missle-
Tele Uppercut-1

C. Sub
Deep Freeze-1
Ground Freeze-1
Slide-

Cyrax
Net-2
Telport-
Proximity Bomb-1
Midway bomb-1
Air Throw-

Shang Tsung
Flaming Skull-
2 Flaming Skulls-
3 Flaming Skulls-
Ground Eruption-

Mileena
Sai Shot-
Tele Kick-
Roll-2

Sheeva
Fireball-
Tele Stomp-
Ground Stomp-

Thank You...
 
Hmm...I think grounded JK's, Lao's Spin, TP, Liu Kang's Popup, Kitana's Fan Lift. Those are what I can think of off the top of my head.
 

Shock

Administrator
Premium Supporter
I have a list of moves that activate DP and their damages, I've been meaning to work the DP into the guides.

UMK3 Characters (any moves that repeat per character are the usually same damage unless noted, all zero damage moves do 1 pixel when in a damage protect combo, as well as command throws.)

Fan Toss: 13% (DP)
Fan Lift: 0% (DP)
Square Wave Punch: 16%
Force Ball: 11% (DP)
Acid Spit: 9%
Elbow Dash: 8%
Slide: 8%
Leg Grab: 21.5% (is damage protected regardless at 3 hits before it connects,
and does double damage protection if in an auto combo)
Rings: 11.5%
Bike Kick: 13%
Missile: 10%
Air Throw: 15.5%
Fist Dash: 13%
Ground Pound: 12.5%
Gotcha: 21%
Axe: 11% (DP)
Tackle: 14.5%
Arrow: 9.5%
Dash Kick: 11.5%
Boomerang: 12%
Teleport Punch: 9% (DP)
Harpoon: 5%
Manhandle: 18.5%
Cannon Ball: 14.5%
Knife Uppercut: 15.5%
Knife Throw: 11%
Air Throw (Kano): 9.5%
Roll: 9.5% (DP)
Sai Shot: 9.5% (DP)
Drop Kick: 14.5%
Green Spark: 12%
Telekinetic Slam: 5.5%
Teleport Uppercut: 9.5%
Smart Missile: 12%
Dumb Missile: 12%
Mouth Fireball: 12%
Baton Throw: 19%
Baton Trip: 15.5%
Grenade: 12.5%
Riot Gun: 12% (DP)
Cyrax Throw: 8% (DP)
Air Grab: 15%
Bomb: 11%
Hat Spin: 13% (DP)
Hat Throw: 12%
Dive Kick: 9%
Ground Saw: 11%
Eyelaser: 15.5%
Sheeva Throw: 21% (DP)
Teleport Stomp: 19%
Ground Stomp: 15%
Fireball: 15.5%
Skull: 8%
Eruption: 5%
Dragon Fire: 13%
Dragon Kick: 14%
Bicycle Kick: 12%

MKT

Shadow Kick: 18%
Shadow Uppercut: 17.5%
Green Ball: 13%
Disabler: 3.5% (DP)
Teleport Slam: 21% (Double DP)
Clone Toss: 5% (DP)
Blade Fury: 21.5%
Blade Spark: 14.5%
Blade Swipe: 13%
Blade Spin: 19.5%
Electricity: 13.5%
Superman: 18%
Shock Grab: 19.5%
Rain Roundhouse: 8.5% (DP)
Lightening Bolt: 10.5% (DP)
Rain Ball: 11.5%(DP)
Knife Throw: 11.5%
Knife Uppercut: 21.5% (DP)
Ground Pound: 13%
Sonic Wave: 11%
Gotcha: 21.5%
Back Breaker: 16%
 
ded_ said:
Cyrax's Bombs - 1 Hit
I'm not sure about this. An easy way to beat the comptuer with Cyrax is to back into the corner and keep throwing out close bombs. It let's you get off four of them. So, it's probably three hits, otherwise the 5th one would be able to come out before the 4th one explodes.

I don't know, though.
 
TheGreg said:
ded_ said:
Cyrax's Bombs - 1 Hit
I'm not sure about this. An easy way to beat the comptuer with Cyrax is to back into the corner and keep throwing out close bombs. It let's you get off four of them. So, it's probably three hits, otherwise the 5th one would be able to come out before the 4th one explodes.

I don't know, though.
You can only have two bombs out at any time. The hit limit is one because after a second hit connects you won't be able to launch anymore.
 

Shock

Administrator
Premium Supporter
Example: aaHP, cancel to bomb is possible, aaHPHP, cancel to bomb is not.
 

TOAD

Noob
i did not know that only certain moves had hit limits but i will keep the list that big but anything with no limit i just put zero. plz submit more liits plz.
 

dreemernj

Ambassador
I went through and put NL for no limit since a hit limit of zero for Kitana means no comboed hits can be done before the fanlift. I believe these are all right. Some might be a bit off since I am doing it off the top of my head.

TOAD said:
These are all the moves in the game i will update the list as needed after a few hit limits are posted keep it up guys thanks.

HIT LIMITS

Kabal
Spin-1
Eye Laser- NL
Ground Razor- 2

H. Smoke
Spear-4
Tele. Punch-4 and move disables for about 4 game seconds
Air Throw-NL

Kung Lao
Spin-NL
Hat Throw-NL
Teleport-NL

Kano
Vertical Cannonball-NL
Cannonball-NL
Knife Throw-NL
Knife Uppercut-NL
Manhandle-NL
Air Throw-NL

Reptile
Acid Spit-NL
Slow Forceball-3
Fast Forceball-3
Slide-NL
Invisibility-NL
Elbow Dash-NL

Ermac
Fireball-NL
Tele Punch-4 and move disables for ~ 4 game seconds
Telekinetic Slam-4 and move disables for ~ 4 game seconds

Knightwolf
Arrow-NL
Axe uppercut-NL
Projectile Reflection-NL
Shoulder Tackle-NL

Robo Smoke
Spear-4
Teleport Uppercut-1
Invisibility-NL
Air Throw-NL

Sindel
Fireball-NL
Air Fireball-NL
Scream-2 (the comboed hit before a scream doesn't count towards the combo meter; e.g. aaHPHP scream aaHP counts as 2 hits)
Flight-NL

Jax
Single Missle- disables for 5 game seconds after either missile is used.
Double Missle- disables for 5 game seconds after either missile is used.
Dash Punch- NL
Ground Pound- NL
Gotcha- NL
Air Throw- NL

Sonya
Rings- NL
Bike Kick- NL
Leg Grab- NL
Wave Punch- NL

Kitana
Fan Throw- disables for 4 game seconds after use
Fan Lift-0
Wave Punch- NL

Stryker
High Grenade- NL
Low Grenade- NL
Batan Throw- NL
Batan Trip- NL
Riot Gun- disables for 4 game seconds after use

Scorpian
Spear-4
Tele Punch-4 and move disables for 3 or 4 game seconds after use
Air Throw- NL

U. Sub
Deep Freeze-1
Ice Shower- NL
Front Ice Shower- NL
Back Ice Shower- NL
Slide- NL
Ice Clone- Disabled when sub is near opponent

Jade
Boomerang- NL
Up Boomerang- NL
Down Boomerang- NL
Returnarang- NL
Projectile Protection- Disables for 4 game seconds after use
Dash Kick-1

Liu Kang
Bike Kick- NL
Dragon Kick- NL
High Dragon Fire- NL
Low Dragon fire- NL

Sektor
Smart Missle- NL
Dumb Missle- NL
Tele Uppercut-1

C. Sub
Deep Freeze-1
Ground Freeze-1
Slide- NL

Cyrax
Net-2
Telport- NL
Proximity Bomb-1
Midway bomb-1
Air Throw- NL

Shang Tsung
Flaming Skull- NL
2 Flaming Skulls- NL
3 Flaming Skulls- NL
Ground Eruption- NL

Mileena
Sai Shot- NL
Tele Kick- NL
Roll-2

Sheeva
Fireball- NL
Tele Stomp- NL
Ground Stomp- NL

Thank You...
 
TOAD said:
i did not know that only certain moves had hit limits but i will keep the list that big but anything with no limit i just put zero. plz submit more liits plz.
But some moves have hit limits of zero.
 

Shock

Administrator
Premium Supporter
I will add some notes about the time and internal loop limits, because they are as important as the hit limits.

Sonya's leg grab needs a hit inbetween uses like Kung Lao's spin, but it's totally impractical. For instance, if you do leg grab, and then try another as they are bouncing, you won't be able to do it, but if you do leg grab, sweep, another leg grab will be possible and register as 3 hits about 54% I think. Also her leg grab has a similar property, of course all uncomboable, but the system is look for hits inbetween.

For Shang's Skulls you need to add 2 hits inbetween or it might be a time limit, similar to Stryker's riot gun.

Mileena's roll also has a weird time and hit limit. It seems that as long as you put a hit inbetween uses, you can instantly do the roll, however, it is possible to get 2 consecutive rolls on Kung Lao without him touching the ground using the time limit. Very tricky.

Kung Lao's hat throw has a time limit, as does Kitana's fan throw which is more obvious.

Reptile's forceballs have respective time limits which do not affect the other one, unlike Jax's missiles.

Sub's iceclone has a huge recharge time, about 5 seconds.

Classic Sub's ground freeze has a pretty big recharge time as well, and cannot be done near the corner.
 

TOAD

Noob
I am glad that this thread has gone this far i thought it would have been dead after about 3 psots. but besides that i really apreciate what everyone has done for this thread especialy Dreemer NJ Shock and Ded_.
If ne1 has nething to add plz tell me. again i would love to get my old friends list back so if you were on there and now your not plz send me a friend request . and side note: n1nja lord i sent u one and u didnt accept it. but regardless thank you all...
 

dreemernj

Ambassador
It was a good question. This is info that I take for granted. It hasn't really been posted all together in one place as far as I know.

Once the other info, like the # hits between uses, is added in, this'll be a great thing to add to the guides section.