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what is the best strategy against jumping?

i have only played on arcade and n64 but with sheeva like johnny said, hks are tough for anti air tactics cause of sheevas long reach.those players who jump alot can be thrown off by air jump throwers like,jax,scorpian,smoke,and kano.
 

Tim Static

Adminerator
Re: tier list

johnnycakes11 said:
whatever, a good sheeva can own the fuck out of people, just rush that shit down and make it hurt
Yea, a high level player using Sheeva can dominate average/low level players. But you take the same level, experiecned players, Sheeva is very weak.
 
true about sheeva being week against good players and the top tiers
but you got to like her punchkick combo....75% damage on aggression!

one thing that really sucks with sheeva is her uppercuts are too slow for anti air/ jumpers.
 

Tim Static

Adminerator
In the world of competetive MK, Trilogy doesnt really count for anything, other than just fun. The game is so broken, it cant be taken seriously.
 
Tim Static said:
In the world of competetive MK, Trilogy doesnt really count for anything, other than just fun. The game is so broken, it cant be taken seriously.
And the agression meter shouldn't be used... EVER. Trilogy is like Halo 3, It wasn't meant for competitive play, just for fun. :wink:
 
so are you saying that umk doesnt have infinties / cheap 100%moves? if umk isnt as cheap, ill agree if its a tournement for fair fighting reasons.

But fair fighting is for people who havent broken this game and like others said on this sight,there are hundreds of ways to do infinties...

if mkt breakers had there own competition... it would be serious enough.
 

Shock

Administrator
Premium Supporter
Interesting facts about infinites in UMK3.

There are 23 characters, 3 of which have universal infinites, that with timing can be done to any character, however, even with these infinites, the practicality is seldomly there except for Kung Lao. Stryker's infinite can be done relatively often, but he is ranked mid tier, and Shang is very close to last, with a difficult infinite.

Reptile has an infinite that works on just about all the characters he'd need them to beat in a push comes to shove skill match.

When it comes to MKT however, the universal infinite ratio jumps.

Noob has two infinites that are plausible on many characters. One is a break infinite that only takes about 3 reps, but significant positioning and a little timing. His normal inf, Teleport, LP, LP, is very easy.

Rain can set up his infinite off just about any attack, although it's not quite so easy to do.

MK1 Raiden has a ducking LK infinite that can be done on anyone in the corner.

MKII Kung Lao has a semi infinite cross sceen similar to MK3 Kung's, that can do enough damage from a midscreen start off a combo to end the round.

Baraka has a corner infinite that can be set up off his blade spin, and if you aren't close enough to the corner at first, you can do another blade spin to position it better.

There are other things here and there but they are insignificant. That however is enough to show the added characters were completely untested. But let it be known, the only thing that hurts MKT are the added characters and not the actual gameplay. The game is faster yes, but if you play it on an emulator, you can adjust the frame rate to make UMK3, and you will see how much the same it really is.
 
thanks for the much needed info on umk...I have not yet had a chance to play it.

as far as n64 and maybe others,I think these infinities are hard to master
and especially hard to pull off while fighting a skilled match...except noob...
thats why he's excluded
 
about noobs infiniti...have you seen a teleport-hp-teleport-hp-teleport..etc and on any character?..probly cause its so easy after i learned it.
 
Try to step back with Robo Smoke and do the spear. This also works with HSmoke, Scorpion, and both Subs (with their freezes).
 
A jumping vertical kick works good psychological effect...

it appears cheesy but it wins 90% of the time over a forward-jumping kick from the opponent. It will shake your opponent in that you're not moving forward, or backward, you're just neutral, and still fending off the attack.

I've tried this with a lot of players and they get stumped. :)

Give it a shot, but best probably to mix it up with the other techniques as ppl have said, the run-under is sure to confuse, as they'll have to reverse their technique being now on the other side.


... the jumping vertical kick isn't powerful, but if you're fighting cheese and annoyance, it can be a good way to get even :)