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Ultimate Mortal Kombat 3 - Strategy Guide - Jade
Basics
Special Moves,
General Gameplay Guide
Advanced Character Guides
Kabal,
Human Smoke,
Kung Lao,
Kano,
Reptile,
Ermac,
Nightwolf,
Smoke,
Sindel,
Jax,
Sonya,
Kitana,
Stryker,
Scorpion,
Sub-Zero,
Jade,
Liu Kang,
Sektor,
Classic Sub-Zero,
Cyrax,
Shang Tsung,
Mileena,
Sheeva
Jade - Rank: 16
Jade is lower end mid tier character ranked roughly around
16. You're going to want to stay on the ground with her, abuse her
return boomerang, projectile protection whenever needed or even as a
distraction, run jabs, ground combo chip, but throw in pauses and then
stick in a standing HK to get people who rush when they suspect you are
stuck in a broken combo. Throw out her dash kick every now and then as
it is very safe in many situations except the obvious ones, ie: vs
characters with containments. Always does her 4 hit HP HP D+LP D+HP
combo, and add an unblockable sweep after it on everyone, which will do
more total damage than her 7 hit combo which is nerfed for human players
for some reason, doing 10% less than the CPU. On some characters you can
stick a standing LK after the 4 hit combo, like Jax and the Robots, on
Sheeva you can stick in a standing HK, and even on Jax with rigid
timing. Her overall juggling and combo ability is extremely limited, she
has no useful or damaging juggle combos, although huge, impossible to
set up, theoretical, corner combos for her do exist. Just remember to
abuse the suddenness of her moves and stay on the ground. Double dash
kick counters are fun to do for 22%. Also there's the weird hit boxes
the female ninjas have which can make certain juggles harder to do on
them. Many characters cannot do their HP beginning to a combo if they
get a starter, lowering their overall damage effectiveness helping her
out slightly but not a whole lot. Double run jabs in the corner are
great, watch for openings to get her combo.
Basic Moves:
The female ninja uppercut
is average, nothing to write home about, their standing HK is great for
far away jumpers trying to stay out of range for anti air HPs, it
doesn't have as much height as some other characters, but the collision
detection is a good distance from their body hit box, so it has good
priority. Their LP jabs hit lower than most so they can run jab Stryker
when he's ducking and blocking, and they good range. HP jabs have
average range, sweeps are silent which is a plus, and they have some
distance to them, however are slow on recovery compared to the fast
sweepers leaving them potentially open. Ducking LK has some decent
pointiness and distance, standing LK hits a bit lower than usual. Their
roundhouse is very close range, better off going for a standing HK on
jump ins, but the RH can often be used in run underneath jump in
situations because the placement is perfect for that. Their jump punch
has limited range and is close to their body, bad for cross ups on
ducking blocking opponents.
The Dash Kick is fast, in fact
sudden, and is also extremely safe in many situations that it shouldn't
be. There are very few close range attacks that can hit Jade while she's
in her recovery frames, but projectiles always work, however the start
up time for most projectiles is too long to capitalize even if done
immediately from too far away. The best way to counter her dash kick is
to anticipate it, not block it and run in with a counter combo, or just
simply uppercut. This move can be used repeatedly, similarly to
Nightwolf's shoulder tackle, and it has a limit of one hit before it is
disabled, two can be done in a row in a combo. It's range is about half
screen, and best used when you are very close to your opponent as it's
very difficult to block upon reaction. After her autocombo is blocked,
you can stick in a dash kick to counter a rush down, or you can use it
against crossovers sometimes. It can hit some characters who are ducking
like Kabal and Shang Tsung, and sometimes you might want to stick in a
ducking LK after her 4 hit combo, then a dash kick as they are getting
up, it's either going to hit as they are getting up, or be blocked, and
is relatively safe, except against Kabal for instance. Use the dash kick
to counter virtually any attack if you block because it's that fast.
This is all part of her pitbulling strategy. Occasionally stick in dash
kicks after run jabs in the corner, specifically watch for openings when
they are about to jump, setting up small juggles. You can also glitch
cancel it to 2 hits before it, for example, aaHP, aaHP, dash kick,
however not useful.
The Boomerang is used for zoning. She has 4
types, straight across, upwards, downwards, and a straight across return
which is the best one to use, but remember to watch for players who will
expect return spamming and just duck, so stick in a downward one, or on
jump always stick in an up one. Jade is not so much about damage, but
chipping away and this move makes certain of that. You can spam the
boomerangs for eternity so long as you time them right, remember to not
abuse them against teleporters and watch for opponents who will trade a
hit like an uppercut and use it to remove the recovery. Against
characters with containments they can do the uppercut, get hit by the
return boomerang, and then freeze/harpoon, etc, creating big damage. Mix
up the usage of the boomerang, don't depend on it, make them make
mistakes. Throw in dash kicks here and there against some characters
while using return boomerangs to keep them guessing.
The
Projectile Protection is very useful in it's intuitiveness. Jade is
temporarily immune to all projectiles except Sindel's scream, Kitana's
Fan Lift, Sindel's air fireball, and a few other special case
situations. You can use the PP to remove recovery time from push back in
the corner with juggles, increasing damage slightly if you are ever in
the situation where a ninja teleports and winds up in the corner. You
can also use it to stop the push back on triple run jabs in the corner.
This way your opponent will try to get out and capitalize, but you will
instantly recover and can counter-counter them with a dash kick,
standing HK, sweep or autocombo and set up further tactics.
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Basic Juggles:
1. jump punch
starter, HP, HP, D+LP, D+HP, standing HK 6 hits 40%, standing
LK, or sweep will do less damage but connect on more and more
characters respectively. 2. (for a punisher) aaHP, HP, aaLP,
boomerang, 4 hits 30%
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Advanced Juggles:
Jade has no useful
advanced juggles, but here's a few that can work if you are in the
right situation.
1. (in corner against opponent trying to
jump out) Dash kick, Dash kick, LK 3 hits 35% or sometimes HK for
37% 2. (opponent in corner) RH, dash kick, HK, 3 hits 43% 3.
(as a corner punisher) aaHPHP, PP, JK, RH, HK 5 hits 60% 4.
(Jade in corner) run under a jump, RH into corner, dash kick, RH, HK
4 hits 60%
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Ultimate Mortal Kombat 3 - Strategy Guide Jade Corner Punisher
File Size: 1,32 MB |
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Ultimate Mortal Kombat 3 - Strategy Guide Jade AutoCombo into unblockable Sweep
File Size: 1,18 MB |
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Last Update
10.22.2009
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