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Typos and wording errors in Wiki

Houzi

Mortal
I don't know if you want it to be perfect spelling and everything. Here it is in the paragraph so you can find it easier.

Ermac Strategy Guide: *it should be deadlier.*

The Teleport Punch is a great move if used for escaping and overall positioning and manueverability. If you use it too much players will see your patterns and counter by getting in the way of it and blocking. If you are experienced enough with the placement and timing you should be able to teleport almost anytime it is available (it has a small time limit between usages) and not get punished. Use if when you are getting up to escape run jabs, HKs or knee starting combos. Ermac turns invisible when he does the teleport punch and is still actually on the screen moving until he lands or shows up on the other side of the screen. If you are air thrown or Bike Kicked, for example, before you leave the screen Ermac will stay invisible until he is hit by another move. Take advantage of this, an invisible Ermac is an even dealier Ermac.





Also (Same Ermac): *he's ranked 6th in the thingy*

Ermac is a high tier top 10 character, he is ranked 8th but in the right hands can be considered top 3 as his combo/juggle ability is unparalleled in terms of average damage per combo coupled with the relative ease.
 

Houzi

Mortal
Kano : *About his moves*

---Manhandle---

The Manhandle is really only useful in combos, it has almost no purpose other than a risky wake up mid game, and it's rare you see it connect and it leaves you wide open. Players abuse it against scrubs because they don't expect it and it has a psychological advantage otherwise due to the exaggerated manner. If you do get the mandhandle miscreen, it is possible to juggle a LK, or cannonball off it. Use it especially after corner juggles follow by a HK or cannonball for extra damage.


---Vertical Cannonball---

Very useful in UMK3. Use the vertical ball particularly for anti air. From after a close blocked sweep you can use it to land directly ontop of turtling opponents and as soon as touch the ground you can throw, beating out any attack they try if they aren't holding back, and often times when you land on someone and they don't try anything they aren't holding the proper direction to prevent throwing anymore and it's almost a free throw, or a 50/50 situation. You're going to want to make sure that during Kano's decent it is tricky to guess which side he will be on, or else this will not be effective. Don't over abuse this tactic because it doesn't take long to start scouting it and positioning for easy counters. It is a similar concept to Sonya's bike kick however she doesn't go into a real punishment mode off it. The vertical ball is also a good method of escape from run jabs, and is an ideal anti air move obviously, as almost nothing can stop it except air throws.

**the second bold sentence is confusing, re-read to see if it makes sense**
 

Shock

Administrator
Administrator
Founder
O.G.
Cleaned it up a bit on the wiki and the general guide sections and fixed the Ermac errors in the SG section as well. A lot of the wording was originally done at like 5AM and then copy pasted so there are probably runon sentences and missing letters, "if"s "or"s etc or missing puncuation all over, I haven't really reread it since the stuff was posted unless I added updates. Anything you guys find is appreciated.
 
Sindel: Firebreath Paragraph.

The Firebreath is kind of slow when used normally, but after a grounded jump kick it comes out SUPER fast like Nightwolf's Arrow for example. It is not recommended to use for zoning, even though I see people try it all the time. She has a great deal of recovery and an opponent can easily see it start up, jump over it and counter her. It is pretty much only good to use if someone is jumping away and connecting it will win you the match. Using it combos is kind of pointless because as well because it would only serve to terminate what could be a better combo, and leaving her slightly vulnerable afterward, at least putting her on the defensive which is not where you want to be. A corner Scream tactic you can try that ties in with run jabs: If you go to run jab and someone while they are in the corner and they try to jump to get out of it, watch for this because you'll LP them and juggle them, after this LP, stick in a quick aaHP with the intent of canceling it to the scream, you can then easily run in and get another aaHP scream, while that scream holds them, walk backwards as they descend to allow enough room to get her pop up combo to corner juggle, resulting in possibly over 65%.
 

Shock

Administrator
Administrator
Founder
O.G.
edited in the wiki and the SGs, I changed the title to the thread as well so that all typos can be posted here, I guess non MK specific errors, for instance there is a thread for errors in the move lists that I just changed the title for, so all things like "HK instead of LK here" would be posted there, and here would be wording issues.
 
Sindel: There's still a typo in firebreath paragraph.

The Firebreath is ind of slow when used normally, but after a grounded jump kick it comes out SUPER fast like Nightwolf's Arrow for example. It is not recommended to use for zoning, even though I see people try it all the time. She has a great deal of recovery and an opponent can easily see it start up, jump over it and counter her. It is pretty much only good to use if someone is jumping away and connecting it will win you the match. Using it in juggle combos is kind of pointless as well because it would only serve to terminate what could be a better combo, and leaving her slightly vulnerable afterward, at least putting her on the defensive which is not where you want to be. A corner Scream tactic you can try that ties in with run jabs: If you go to run jab and someone while they are in the corner and they try to jump to get out of it, watch for this because you'll LP them and juggle them, after this LP, stick in a quick aaHP with the intent of canceling it to the scream, you can then easily run in and get another aaHP scream, while that scream holds them, walk backwards as they descend to allow enough room to get her pop up combo to corner juggle, resulting in possibly over 65%.
 

Houzi

Mortal
Jax (First Paragraph in Strategy Guide)


Jax is considered at the bottom of the top tier barrel ranked at #10. He's a sweeper, a zoner, a back breaker-er, and ground combo crusher. He's got a lot of options but he struggles against teleporters and other top tier characters. Take advantage of old tactics like standing HKs, ground pounds, sweeps, watch for cross ups and hit the back breakers, sweeps, keep away with missiles, sweeps, rush down with run jabs and the 7 hit combo but be careful on male ninjas and some other characters because often times the 7 hitter will whiff on the D+HP (HK, HK, D+HP) leaving Jax open for a free counter, in some cases *disastersouly damaging because he is the easiest character to juggle, oh yeah and sweeps. Play as cheap as possible with him, perhaps even turtle or read other players, and play safely because he can be annoying to rush down due his range. Utilize his Gotcha as wake up on **occassion, combining with double missiles for zoning afterward.

*Should be spelled disastrously

** Should be spelled occasion

Still Jax (Ground Pound Move) :

The Ground Pound is another returning move from MKII, but it was given more start up frames to balance it, however it is still useful, and unblockable and only avoidable by jumping. It keeps your opponent on guard at all time and might put them in bad situations when they might not want to be in the air. Not many people actually use this move in UMK3 because of how much slower it is than the MKII version, but when used properly it becomes an annoying factor in a match, particularly if you time it to connect as soon as they hit the ground on a jump, this will force them to jump if they see it coming and they have to immediately decide whether they are close enough to counter the ground pound with a jump kick or a jump punch start to combo, straight up, or backwards. If you time and space it right, you will be on the advantage when they land on their second jump and be able to once again resume your now nasty, *cheesey sweeping and back breakering techniques.


* Should be spelled cheesy




On Kabal (Basically end of spin dash) :

The Spin Dash is probably Kabal's most important special move. It's collision box and collision start up are very large/fast and ultimately broken. The only things that can beat it out are usually accidentally timed jump kicks, or intentional run jabs that turn into accidental throws. There are a few other moves here and there that can beat the spin, but generally not timable. You can throw Kabal out of the spin from any distance with perfect timing, but expert Kabal players will not do random spins if they know it has a chance to be blocked. Expert Kabal players also tend to have a "Psychic Spin" ability in which they know exactly when you let off your guard. Utilize the spin on cross ups by performing the motion (B,F LK) backwards, as (F,B) and hit LK as soon as they cross Kabal's axis. It is a good idea to get good at performing the motion while ducking, as that is it's most useful feature during cross ups. The spin has a limit of 1 usage per combo, and 1 hit before it is locked, breakable to 2, for example (aaHPHPgc) Spin after a teleport punch on male ninjas. In MK3 he could spin twice in a row for no particular reason but that was removed. The Saw Blade is disabled while the spin, wobble, or drop out duration of the Spin Dash is active, this was also changed from MK3. Use the spin after an anti air HP, or a high contact air fireball to set up big damage mid screen juggles. After an anti air spin, it is easy to get 42% on just about everyone except Shang Tsung with aaHPHP, JK air fireball, after this you can often times do a ground fireball on certain characters (Kano, female ninjas) which keeps them pinned down because they cannot duck it, if they jump, try another spin. If you spin on the ground, a generally good damage combo is jump punch starter, 5 hit pop up, JK air fireball. If you decide to go for tactics over damage, you can do a deep bleeding JK instead of the fireball, and go back into run jabs, even if it is late and gets blocked and this sets up more chances to get another spin. If you spin someone in the air who has an air move, like Sindel, or an air throw, once they drop out of the spin they can escape the drop with that air move, so don't waste time and let them drop if they are too high or they will be able to surprise counter you. When you do a pop up combo with Kabal, sometimes the combo lags slightly depending on where they are when the first hit happens, and it looks as if the uppercut isn't going to come out. If your opponent releases block to capitalize the uppercut will hit. Spin them as they are falling, but do it somewhat low to the ground since you only have one hit in memory for the combo. Let them drop out and then do aaHPHP, JK air fireball, but make sure they will not be able to drop-counter. The point of doing this is because the *remainer of the combo will now do full damage, and the Spin will also have done a whopping 1 pixel of damage, for a total of 45%. This also works in a much simpler scenario, after a grounded JK. When it connects, immediately do a spin when you touch the ground and spin them before the hit the ground, afterwards you can do his aaHPHP, JK, air fireball for 59%, vs 36% with the damage protection. Use the spin on occasion as wake up, but players with counter Kabal knowledge know to bait that wake up spin with a fake run jab, canceled to block. The spin can plow through a standing HK or LK after Kabal is knocked down, so watch for that, and you can also counter just about anything with the spin after you block. You can also break out of the wobble frames (not the spinning frames) with any special move, but Kabal players should never allow this to happen.

* Should be spelled : remainder



:D