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Mortal kombat trilogy x
Mortal kombat trilogy x













Blocked moves that cause this are Kano's regular Cannonball, The Ninjas' teleports, Kung Lao's dive kick, Mileena's Roll, and Stryker's Baton Dash. When certain moves are blocked, the attacker will roll up into a ball and float right next to the other player setting up a punisher juggle. This also works on standing LKs very often in similar situations. The opponent will land right behind you, and you if you time it right, the sweep will be out in front of you, and your back side will touch them. You can time sweeps to connect behind you if someone does a shallow cross up to try and land for a cross up throw. Another cross up concept is the reverse hitting in general. There are a lot of character specific tactics for jumping HP linkers, for example, Kabal can often times land within the collision area of an uppercut and start his combo without getting hit, or Jax and the female ninjas can cross up while still in the air, and connect a jump punch starter with their foot behind them, because the attack started before you crossed the other player's axis, but the collision box became hot after, thus putting it directly behind them. It's also useful to crossup and try for a jumping HP starter to ground combo, which if timed correctly, can snuff uppercuts. The main purpose of this is to "flip" the controls of the victim, setting up potential cross up throws. The purpose of a crossup is a little different in UMK3 from other fighting games. Many people complain about throws, but throw prevention is pretty easy in MK, and it's been this way from MK1 through MK4. Up Back, Down Back, Down Back Block also works. Remember that you can generally buffer move directions with a pause, and while blocking to hide your movements, and then pressing the activating attack button shortly after. After an aaHP,HP, punisher, hit Forward UP HK for the jumpkick, then hit Forward HP LP to toss out the fan instantly, and very high, enabling a good follow up juggle. It's pretty easy to do once you understand how "taps" work. A lot of players have trouble juggling with moves like Kitana's Air Fan, or even Kabal's air fireball. This game was made for switches and not 360's. No fluid motion is needed and you will find your game improving as you become faster, but more labored in your direction hitting. It can work like that still, but keep in mind that all you need to do is register the BACK switch, then the DOWN switch, then the BACK switch, and hit HK. Most street fighter players interpret this as a Dragon Punch motion. For insance, Ermac's lift is Back, Down, Back HK. After a pop up combo, you can walk forward and let the run bar begin to fill up, once you get a sliver of green, you can take a "run burst" and get an extra HP before many juggle combos.Īll special moves in UMK3 are "taps". Run bar is depleted in slightly different delegations for an aaLP or HP, a little more for aaLPLP or HPHP, and on moves like the Teleport Uppercut, and Liu Kang's Bike Kick. If you hold forward run after the run bar has been depleted in any situation, the run bar will not refill until you release either forward, or run. You can hold run and tap forward repeatedly to take small, medium, and large running steps. In simplest usage, the run bar depletes when you press the run button and forward, and you continue to run by holding forward, not forward run.

#Mortal kombat trilogy x how to

It is a good idea to learn how to block only when absolutely needed, so you aren't stuck in standing back up frames after releasing block, rather, releasing block at the end of the contact and standing up while unblocking. You can tap D BL on or just before the frame the sweep will connect, and your character will not have to duck, enabling them to counter faster, or sometimes duck half way, and stand back up instantly. There is a similar concept in SFA3 called "Blue Blocking" which your character turns blue and it takes away less guard stun meter. Since character sprites are behind by one tick in MK, you can block things upon the frame they connect. A not so obvious concept about blocking in MK is frame update. Obviously, there is a button for block, rather than holding back, which eliminates the need for proximity blocking entirely, and you can buffer moves easily while blocking. Blocking in MK is different from virtually every fighting game.













Mortal kombat trilogy x