I posted this on SRK tonight.
When I discuss MKT, I only refer to the final version of the game on PSX, and nothing else, unless otherwise noted.
MKT is faster than UMK3 as well, changing the timing on things a bit. Aside from the speed increase, the engine for MKT is 99.9% the same as UMK3. If you play MKT on an emulator, you can adjust the frame rate from 60 to 53.2 FPS, to be the same as UMK3, eliminating the speed difference. From there you only have to contend with the added characters, almost all of which have some kind of practical infinite. One might say the Aggressor Meter is also a difference, but I say, "It can be disabled." and it always should be.
Existing character differences between UMK3 and MKT:
Noob Saibot (playable in UMK3 only through hacks) has a beyond full set of moves, and previously had none. The Disabler is a projectile with very fast start up, traveling speed, and recovery. When it hits, your character cannot block attacks, and cannot hit you for a short period of time. This move has a bizarre reset property when it wears off, it breaks the counter, no matter where you are when it is done. If you're in the air, the combo resets and so does damage, but you still are completely vulnerable as you would be normally, ie: no instant recovery. One Disabler = infinite potential on many characters. He has a Teleport Slam, which when it connects, you can combo either of his special moves. This move has an infinite property, where if you put enough time in between uses, you can repeat it. This is typically satisfied by 3 aaJabs. Noob's faster walking speed allows him to get these necessary jabs on virtually anyone. He also has a Clone Throw, which works like Scorpion's Spear, except he throws a clone of himself at you, which runs up and throws you like they would in MKII. If the Clone catches you, you are tossed into the air at an abnormal pattern. With the right timing, Noob can infinite off his move. He can also infinite off his 4 hit pop up. This means, Noob Saibot can start an infinite off any logical attack, and utilize his moves in combination to make it look fancy, or reset to end things quickly. Noob Saibot's throw also does heavy damage. Noob takes normal damage (he took boss damage in UMK3.
Cyrax has no changes that I'm aware of.
Sonya has no changes that I'm aware of.
Shang Tsung's morphing ability is increased due to the added morphs he can now perform, however, typically in tournament play, Shang would be required to use the limited (no load) feature, which forces him to select specific morphs. He can max out his morphs by selecting any male ninja, which gives him all the male ninjas due them being palette swaps, and either the robot or female ninjas. He can also morph into his opponent. If your opponent pics any one of the palette swap characters, you can max out your morphs to like 12 characters I believe. I don't remember if Human Smoke has a morph. I also am not 100% on whether Shang benefits from the screen size resolution with his Ground Eruption infinite. This is not a particularly dangerous infinite, as I don't think I've ever once seen it completed in a competitive match.
Kitana has no changes that I'm aware of.
Kano has a Crazy Cannon Ball, which flies around the screen in a random zigzag pattern. I have heard players say it is a useful move, but due to the fact that it randomly hits your opponent and be blocked and you have no control over that, I would say it's definitely not useful.
Scorpion. Ah yes Scorpion. He has the Forward Teleport Punch, well it's not really so much a teleport punch as it is an attacking forward dash. So far as I know, it has no real teleport value. It is very valuable and good for mix ups, but it is just as punishable as his regular teleport. The teleports do not affect each other's usage in terms of frequency, but, they do both disabled after 4 hits, and both do cause damage protection. Regardless, it makes him worth picking.
Unmasked Sub-zero has no intentional differences. I believe his Ice Shower is affected but the new game resolution. His regular freeze has a weird property where now if you spam it, it will disappear on occasion. I don't believe that was intentional, but it can be useful.
Human Smoke has none I am aware of. He is one of few characters affected by the difference in screen area from UMK3 to MKT, because of the resolution, but it does not hinder him in any competitive way.
Reptile has no changes that I am aware of.
Jax has no changes that I am aware of.
Mileena has no changes I am aware of, however her Teleport Kick may be affected by the game resolution.
Sektor has the Double Dumb Missile. This move is not necessarily a substitute for the regular Dumb Missile. It's good to use in combos, and on the occasional mix up. Also, apparently he can no longer fire a Dumb Missile while a Smart Missile is out. In UMK3, Player 1 Sektor could do this and it made him a lot better than Player 2 Sektor. This is bad news for Sektor. There is a similar issue with Player 2 Jax in UMK3, where you cannot do the Gotcha Grab, or Dashing Fist while charging the Ground Pound.
Liu Kang has the Red Bicycle Kick. It goes farther than the normal one and has a red trail. It's not particularly impressive.
Jade has no changes I am aware of.
Sheeva has no changes I am aware, but, her Teleport Stomp is another one of those moves that might benefit or be hindered by the new game res.
Kung Lao can now move around during his Spin. This is a ridiculous an unnecessary property that makes him in some ways, more broken. Fortunately, his Spin is disabled after one hit so he can no longer do his corner infinite. He also has a Double Teleport. For this move, he will appear in front of you an extra time before he appears behind you. It's somewhat useful.
Robot Smoke has no changes I am aware of.
Nightwolf has a Red Shoulder Tackle which acts similarly to Liu Kang's Red Bike Kick. Also, the recover time or collision detection on his regular Tackle may be very slightly shorter than in UMK3, but I'm not 100% on this. You can punish with aaHPHP, Tackle, Tackle, in MKT, even the final version, fairly easily, but in UMK3 I believe the only character who can be punished with this mid screen is Jax, and it's very difficult. Also, his Axe is red in his combo (the one that is built into his combo only), and his Arrow is Red when it has the fast start up in a combo. This merely indicates that the moves are comboed and have faster startup.
Sindel has a Double Fireball, similar to Sektor's Double Missile.
Ermac has no changes I am aware of, but again, the teleport can be altered by the screen res. He also has some added finishers.
Classic Sub-zero has no changes I am aware of, but he has some added finishers as well.
Stryker has the Double Grenade. He throws both the high and low Grenades at the same time, and has massive recovery time. It's a relatively worthless move unless it's used to terminate a combo for the extra damage, or to win a match vs an opponent on danger, but even when it hits he can still be punished.
Kabal has no changes I am aware of.
If I have forgotten any changes for any characters, feel free to add them. This was all off the top of my head.
The Added Characters:
I haven't written up full guides here for the extra MKT characters, or MKT specific guide modifications to the existing UMK3 characters, but I will give a run down on what is different for the characters compared to their previous incarnations for now because that's easy.
Johnny Cage is an entirely new character. He doesn't have any recycled animations from the previous Johnny Cages sprites. He has a Red Shadow Kick which was a play off the one you could do in MKII. It also operates similarly to Nightwolf's Red Shoulder Tackle mentioned in my previous post. He doesn't have the Low Blow. I don't know why they removed this, other than the fact that they didn't feel like filming the new animation for everyone. He has some really hacked combos, no launcher kick, which I figured they would have done for his combo but the martial artist they got probably wasn't good enough to do it and they didn't feel like hacking it. Overall, the worst incarnation of Johnny Cage in any 2D MK.
Baraka is basically complete from MKII. Added is his Blade Spin, which is performed similarly to Kung Lao's Spin in MK3, but with Block instead of Run. This move is crazy broken. I don't understand why they would think to limit this monstrosity to two hits, but not give it damage protection. Two Blade Spins and any major hit and you're talking 50%+. Baraka's Blade Swipe has UMK3 properties. In MKII it eventually pushed you back in the corner like all moves would do after 4 juggled hits, but in MKT, he can get a good many Blade Swipes in the corner now before you hit the ground with relatively simple timing. He does not have his 2 hit pop up they gave him in MKII, but instead, has generic hacked together combos. Wouldn't it have been logical to give him a 2 hit pop up with HK, HK, that worked exactly like Jax's LP in his 7 hit combo? Not a full launch, but the little pop up it does, so he could finish it with a Blade Fury or I dunno, anything else? They could even have still given him a couple more hits that could finish it like a normal combo given the option. I dunno, just seems stupid to me that the first chain combo in an MK game didn't return when that character came back, in his exact form. Oh well, I should also mention Baraka was refilmed so he has full running animation, and the MK3 style falling animation when beaten.
MKII Raiden is also very much complete from his MKII incarnation. He was given a reverse Electricity that goes off the screen and comes behind you. Doing both Electricity moves will result in some frame disappearance. Again, this is just something that happens. He has running and falling animations, and his Superman is built into one of his ground combos. He has some weird ground comboing properties as well with holding directions causing a different number of hits which looks like otherwise like the same combo, similar to Kabal's 3 and 4 hit kick combos in MK3. All his combos feel and look hacked with almost no creativity, but I find him fun to use.
MK1 Raiden feels ultra hacked. They didn't try very hard to make him feel like he plays in the MK3 style. He is about as clunky as he was in MK1, but has now been given an air Superman attack, similar to Raiden being given this in MKII. His combos are all totally hacked and uninspired. He doesn't have a ducking LP or a ducking LK like in MK1, but his ducking LK acts like the ducking HK and is as fast as a ducking LK. This results in corner infinites with just the ducking LK after a pop up combo. Fortunately he has a pop up otherwise he'd be last, last, last. I don't remember, nor do I care, if they filled out his finishers list. He has no run animation but he does walk much faster when you use run, similar to all the remaining characters from previous MKs, and no MK3 style fall. His jab animation is pretty hacked up.
Rain is similar to Noob Saibot, in the respect he can score infinites in many scenarios. His infinite pattern is not fool proof for every character, but it is dangerous nonetheless. He has the Lightning Bolt, the Rain Ball, (or Rain Drop as I prefer to call it) and the Super Roundhouse. He can start his infinite off any of these moves and the Lightning is particularly fast, with fast recovery. If Ermac's lift recovery operated like Rain's lightning...well I don't want to get into how that would be. The Rain Drop's properties are somewhat unique. The contact allows you to place the character anywhere you want on the screen over the duration of a few seconds, after which they will drop out of the air. You can fire the Rain Drop several times in a row, making contact each time, with no penalty, unlikely virtually all other projectiles in the game, however it has a hit limit usage. You can connect a Lightning Bolt to knock them high into the air, a Rain Drop on the way down, that pulls them close to you, then do a standing HP, Super Roundhouse, and start his infinite pattern. So, all three specials have infinite potential, and oh yeah, his 5 hit kick combo ends in the Super Roundhouse. You must put one hit between each RH to perform the infinite, so timing and positioning are required.
MK1 Kano is even more hacked than MK1 Raiden. A lot of his attacks were refilmed for some reason. DreemerNJ believes they thought the sprites from MK1 were too low quality, but to be honest, I think they are higher quality than what we see on the watered down PSX. I think they just lost them or something, after all there was as little effort put into MKT as possible somehow. Kano's victory pose is recycled from MK3 Kano, at least, I think they pasted the top half on and repaletted it. He has a new kick in his combo, no headbutt, instead an elbow smash that happens 4 times, and his old Roundhouse is missing. His Jabs are totally butchered. They are so unbelievably fast you can juggle up to 4 of them in a string. They hit like machine gun bullets. I don't understand this because all the animation was there, it just needed to be smoothened out. Also, his straight up (neutral) Jump Kick has a strange property where if you tap the kick while in the air, it will retract and come out again. I don't think you can make double contact with it so far as I remember. Added, is his Knife Uppercut. He rotates his arms in a ridiculous and hacked manner even though it's completely new animation, resulting in a pop up/launcher. It has reasonable corner juggle potential, but I believe it activates Damage Protection from what I remember. He also has the same animation flaws as MK1 Raiden for attacks, however in the final version of MKT, his ducking LK cannot infinite in the corner, but it still is faster and can bump up his corner juggle damage.
MKII Jax is a very solid character. His combos have some more creativity and uniqueness about them but not much. They could have removed a hit from them each and still been the same damage without being so horrifically repetitive. I don't know if they already had the animation sitting around but there are some things in there he didn't have like the big punch at the end of one of his combo. He has an air Sonic Wave. This creates for some sinister mix ups with ground and air Wave spam. His MKII moves like the standing HK, gotcha, Ground Pound and Backbreaker for the most part serve the same purpose they did in MKII itself, except the overhead fist, which doesn't really exist anymore is part of his combo and doesn't stun, and he can't do a grounded Jump Kick to Backbreaker like he could in MKII because that concept was removed from air throws in MK3. He must compete with the inherit rushdown ability from others which in MKII, didn't exist. He is missing his Arm Rip fatality, as they obviously didn't feel like refilming it for everyone. It can be tough to juggle with him due the odd collision his jabs have, but with the right timing you can cause some massive corner damage with him using his Air Sonic Wave as a juggle.
MKII Kung Lao is a monster. He has basically everything from MKII except one of his Fatalities. He benefits from the better juggling collision and frame to frame timing of MK3 on his dive kick combos. His ground combos like all other added characters are hacked nonsense with repeated hits. He can easily combo off his sweep, however it is always blockable, but extremely fast. They gave him the Superman, and he can do it in air as well. I don't know why but it's totally unnecessary. He is easily my favorite addition to the game, possibly the third most powerful new character under Noob and Rain. His chip damage alone is cruel, malicious, and terrible. His Spin does not push back in the corner, but is limited to one hit before it's disabled like MK3 Kung Lao's. His pop up combo leads to a semi infinite cross screen.
Then there's Chameleon. He's a filtering combination of all the male ninjas. He fades out and becomes another one and has all their moves but the hit limits apply to all forms. You can make some unique combos with some good timing. I would say he's pretty broke. He seems to eventually get stuck as Noob a lot, and will never change into anyone else.
When I discuss MKT, I only refer to the final version of the game on PSX, and nothing else, unless otherwise noted.
MKT is faster than UMK3 as well, changing the timing on things a bit. Aside from the speed increase, the engine for MKT is 99.9% the same as UMK3. If you play MKT on an emulator, you can adjust the frame rate from 60 to 53.2 FPS, to be the same as UMK3, eliminating the speed difference. From there you only have to contend with the added characters, almost all of which have some kind of practical infinite. One might say the Aggressor Meter is also a difference, but I say, "It can be disabled." and it always should be.
Existing character differences between UMK3 and MKT:
Noob Saibot (playable in UMK3 only through hacks) has a beyond full set of moves, and previously had none. The Disabler is a projectile with very fast start up, traveling speed, and recovery. When it hits, your character cannot block attacks, and cannot hit you for a short period of time. This move has a bizarre reset property when it wears off, it breaks the counter, no matter where you are when it is done. If you're in the air, the combo resets and so does damage, but you still are completely vulnerable as you would be normally, ie: no instant recovery. One Disabler = infinite potential on many characters. He has a Teleport Slam, which when it connects, you can combo either of his special moves. This move has an infinite property, where if you put enough time in between uses, you can repeat it. This is typically satisfied by 3 aaJabs. Noob's faster walking speed allows him to get these necessary jabs on virtually anyone. He also has a Clone Throw, which works like Scorpion's Spear, except he throws a clone of himself at you, which runs up and throws you like they would in MKII. If the Clone catches you, you are tossed into the air at an abnormal pattern. With the right timing, Noob can infinite off his move. He can also infinite off his 4 hit pop up. This means, Noob Saibot can start an infinite off any logical attack, and utilize his moves in combination to make it look fancy, or reset to end things quickly. Noob Saibot's throw also does heavy damage. Noob takes normal damage (he took boss damage in UMK3.
Cyrax has no changes that I'm aware of.
Sonya has no changes that I'm aware of.
Shang Tsung's morphing ability is increased due to the added morphs he can now perform, however, typically in tournament play, Shang would be required to use the limited (no load) feature, which forces him to select specific morphs. He can max out his morphs by selecting any male ninja, which gives him all the male ninjas due them being palette swaps, and either the robot or female ninjas. He can also morph into his opponent. If your opponent pics any one of the palette swap characters, you can max out your morphs to like 12 characters I believe. I don't remember if Human Smoke has a morph. I also am not 100% on whether Shang benefits from the screen size resolution with his Ground Eruption infinite. This is not a particularly dangerous infinite, as I don't think I've ever once seen it completed in a competitive match.
Kitana has no changes that I'm aware of.
Kano has a Crazy Cannon Ball, which flies around the screen in a random zigzag pattern. I have heard players say it is a useful move, but due to the fact that it randomly hits your opponent and be blocked and you have no control over that, I would say it's definitely not useful.
Scorpion. Ah yes Scorpion. He has the Forward Teleport Punch, well it's not really so much a teleport punch as it is an attacking forward dash. So far as I know, it has no real teleport value. It is very valuable and good for mix ups, but it is just as punishable as his regular teleport. The teleports do not affect each other's usage in terms of frequency, but, they do both disabled after 4 hits, and both do cause damage protection. Regardless, it makes him worth picking.
Unmasked Sub-zero has no intentional differences. I believe his Ice Shower is affected but the new game resolution. His regular freeze has a weird property where now if you spam it, it will disappear on occasion. I don't believe that was intentional, but it can be useful.
Human Smoke has none I am aware of. He is one of few characters affected by the difference in screen area from UMK3 to MKT, because of the resolution, but it does not hinder him in any competitive way.
Reptile has no changes that I am aware of.
Jax has no changes that I am aware of.
Mileena has no changes I am aware of, however her Teleport Kick may be affected by the game resolution.
Sektor has the Double Dumb Missile. This move is not necessarily a substitute for the regular Dumb Missile. It's good to use in combos, and on the occasional mix up. Also, apparently he can no longer fire a Dumb Missile while a Smart Missile is out. In UMK3, Player 1 Sektor could do this and it made him a lot better than Player 2 Sektor. This is bad news for Sektor. There is a similar issue with Player 2 Jax in UMK3, where you cannot do the Gotcha Grab, or Dashing Fist while charging the Ground Pound.
Liu Kang has the Red Bicycle Kick. It goes farther than the normal one and has a red trail. It's not particularly impressive.
Jade has no changes I am aware of.
Sheeva has no changes I am aware, but, her Teleport Stomp is another one of those moves that might benefit or be hindered by the new game res.
Kung Lao can now move around during his Spin. This is a ridiculous an unnecessary property that makes him in some ways, more broken. Fortunately, his Spin is disabled after one hit so he can no longer do his corner infinite. He also has a Double Teleport. For this move, he will appear in front of you an extra time before he appears behind you. It's somewhat useful.
Robot Smoke has no changes I am aware of.
Nightwolf has a Red Shoulder Tackle which acts similarly to Liu Kang's Red Bike Kick. Also, the recover time or collision detection on his regular Tackle may be very slightly shorter than in UMK3, but I'm not 100% on this. You can punish with aaHPHP, Tackle, Tackle, in MKT, even the final version, fairly easily, but in UMK3 I believe the only character who can be punished with this mid screen is Jax, and it's very difficult. Also, his Axe is red in his combo (the one that is built into his combo only), and his Arrow is Red when it has the fast start up in a combo. This merely indicates that the moves are comboed and have faster startup.
Sindel has a Double Fireball, similar to Sektor's Double Missile.
Ermac has no changes I am aware of, but again, the teleport can be altered by the screen res. He also has some added finishers.
Classic Sub-zero has no changes I am aware of, but he has some added finishers as well.
Stryker has the Double Grenade. He throws both the high and low Grenades at the same time, and has massive recovery time. It's a relatively worthless move unless it's used to terminate a combo for the extra damage, or to win a match vs an opponent on danger, but even when it hits he can still be punished.
Kabal has no changes I am aware of.
If I have forgotten any changes for any characters, feel free to add them. This was all off the top of my head.
The Added Characters:
I haven't written up full guides here for the extra MKT characters, or MKT specific guide modifications to the existing UMK3 characters, but I will give a run down on what is different for the characters compared to their previous incarnations for now because that's easy.
Johnny Cage is an entirely new character. He doesn't have any recycled animations from the previous Johnny Cages sprites. He has a Red Shadow Kick which was a play off the one you could do in MKII. It also operates similarly to Nightwolf's Red Shoulder Tackle mentioned in my previous post. He doesn't have the Low Blow. I don't know why they removed this, other than the fact that they didn't feel like filming the new animation for everyone. He has some really hacked combos, no launcher kick, which I figured they would have done for his combo but the martial artist they got probably wasn't good enough to do it and they didn't feel like hacking it. Overall, the worst incarnation of Johnny Cage in any 2D MK.
Baraka is basically complete from MKII. Added is his Blade Spin, which is performed similarly to Kung Lao's Spin in MK3, but with Block instead of Run. This move is crazy broken. I don't understand why they would think to limit this monstrosity to two hits, but not give it damage protection. Two Blade Spins and any major hit and you're talking 50%+. Baraka's Blade Swipe has UMK3 properties. In MKII it eventually pushed you back in the corner like all moves would do after 4 juggled hits, but in MKT, he can get a good many Blade Swipes in the corner now before you hit the ground with relatively simple timing. He does not have his 2 hit pop up they gave him in MKII, but instead, has generic hacked together combos. Wouldn't it have been logical to give him a 2 hit pop up with HK, HK, that worked exactly like Jax's LP in his 7 hit combo? Not a full launch, but the little pop up it does, so he could finish it with a Blade Fury or I dunno, anything else? They could even have still given him a couple more hits that could finish it like a normal combo given the option. I dunno, just seems stupid to me that the first chain combo in an MK game didn't return when that character came back, in his exact form. Oh well, I should also mention Baraka was refilmed so he has full running animation, and the MK3 style falling animation when beaten.
MKII Raiden is also very much complete from his MKII incarnation. He was given a reverse Electricity that goes off the screen and comes behind you. Doing both Electricity moves will result in some frame disappearance. Again, this is just something that happens. He has running and falling animations, and his Superman is built into one of his ground combos. He has some weird ground comboing properties as well with holding directions causing a different number of hits which looks like otherwise like the same combo, similar to Kabal's 3 and 4 hit kick combos in MK3. All his combos feel and look hacked with almost no creativity, but I find him fun to use.
MK1 Raiden feels ultra hacked. They didn't try very hard to make him feel like he plays in the MK3 style. He is about as clunky as he was in MK1, but has now been given an air Superman attack, similar to Raiden being given this in MKII. His combos are all totally hacked and uninspired. He doesn't have a ducking LP or a ducking LK like in MK1, but his ducking LK acts like the ducking HK and is as fast as a ducking LK. This results in corner infinites with just the ducking LK after a pop up combo. Fortunately he has a pop up otherwise he'd be last, last, last. I don't remember, nor do I care, if they filled out his finishers list. He has no run animation but he does walk much faster when you use run, similar to all the remaining characters from previous MKs, and no MK3 style fall. His jab animation is pretty hacked up.
Rain is similar to Noob Saibot, in the respect he can score infinites in many scenarios. His infinite pattern is not fool proof for every character, but it is dangerous nonetheless. He has the Lightning Bolt, the Rain Ball, (or Rain Drop as I prefer to call it) and the Super Roundhouse. He can start his infinite off any of these moves and the Lightning is particularly fast, with fast recovery. If Ermac's lift recovery operated like Rain's lightning...well I don't want to get into how that would be. The Rain Drop's properties are somewhat unique. The contact allows you to place the character anywhere you want on the screen over the duration of a few seconds, after which they will drop out of the air. You can fire the Rain Drop several times in a row, making contact each time, with no penalty, unlikely virtually all other projectiles in the game, however it has a hit limit usage. You can connect a Lightning Bolt to knock them high into the air, a Rain Drop on the way down, that pulls them close to you, then do a standing HP, Super Roundhouse, and start his infinite pattern. So, all three specials have infinite potential, and oh yeah, his 5 hit kick combo ends in the Super Roundhouse. You must put one hit between each RH to perform the infinite, so timing and positioning are required.
MK1 Kano is even more hacked than MK1 Raiden. A lot of his attacks were refilmed for some reason. DreemerNJ believes they thought the sprites from MK1 were too low quality, but to be honest, I think they are higher quality than what we see on the watered down PSX. I think they just lost them or something, after all there was as little effort put into MKT as possible somehow. Kano's victory pose is recycled from MK3 Kano, at least, I think they pasted the top half on and repaletted it. He has a new kick in his combo, no headbutt, instead an elbow smash that happens 4 times, and his old Roundhouse is missing. His Jabs are totally butchered. They are so unbelievably fast you can juggle up to 4 of them in a string. They hit like machine gun bullets. I don't understand this because all the animation was there, it just needed to be smoothened out. Also, his straight up (neutral) Jump Kick has a strange property where if you tap the kick while in the air, it will retract and come out again. I don't think you can make double contact with it so far as I remember. Added, is his Knife Uppercut. He rotates his arms in a ridiculous and hacked manner even though it's completely new animation, resulting in a pop up/launcher. It has reasonable corner juggle potential, but I believe it activates Damage Protection from what I remember. He also has the same animation flaws as MK1 Raiden for attacks, however in the final version of MKT, his ducking LK cannot infinite in the corner, but it still is faster and can bump up his corner juggle damage.
MKII Jax is a very solid character. His combos have some more creativity and uniqueness about them but not much. They could have removed a hit from them each and still been the same damage without being so horrifically repetitive. I don't know if they already had the animation sitting around but there are some things in there he didn't have like the big punch at the end of one of his combo. He has an air Sonic Wave. This creates for some sinister mix ups with ground and air Wave spam. His MKII moves like the standing HK, gotcha, Ground Pound and Backbreaker for the most part serve the same purpose they did in MKII itself, except the overhead fist, which doesn't really exist anymore is part of his combo and doesn't stun, and he can't do a grounded Jump Kick to Backbreaker like he could in MKII because that concept was removed from air throws in MK3. He must compete with the inherit rushdown ability from others which in MKII, didn't exist. He is missing his Arm Rip fatality, as they obviously didn't feel like refilming it for everyone. It can be tough to juggle with him due the odd collision his jabs have, but with the right timing you can cause some massive corner damage with him using his Air Sonic Wave as a juggle.
MKII Kung Lao is a monster. He has basically everything from MKII except one of his Fatalities. He benefits from the better juggling collision and frame to frame timing of MK3 on his dive kick combos. His ground combos like all other added characters are hacked nonsense with repeated hits. He can easily combo off his sweep, however it is always blockable, but extremely fast. They gave him the Superman, and he can do it in air as well. I don't know why but it's totally unnecessary. He is easily my favorite addition to the game, possibly the third most powerful new character under Noob and Rain. His chip damage alone is cruel, malicious, and terrible. His Spin does not push back in the corner, but is limited to one hit before it's disabled like MK3 Kung Lao's. His pop up combo leads to a semi infinite cross screen.
Then there's Chameleon. He's a filtering combination of all the male ninjas. He fades out and becomes another one and has all their moves but the hit limits apply to all forms. You can make some unique combos with some good timing. I would say he's pretty broke. He seems to eventually get stuck as Noob a lot, and will never change into anyone else.