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Ultimate Mortal Kombat 3 - Strategy Guide - Kung Lao
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
Kung Lao - Rank: 3
Kung Lao is ranked #3 of 23 in UMK3. A top tier character to
say the least with incredible maneuverability and high damage juggles,
with infinite possibilities. On the defensive, you have to force people
to make mistakes, like leaving the ground. This sets up spin
opportunities and then leads into juggle infs and respins. Watch for
certain characters who can outprioritize the spin, like Kano. His jump
kick will often times beat out the Spin's collision box range. Your best
bet is to keep moving, using low to ground dive kicks and staying away
from the teleport unless you are guaranteed they will not be able to
counter you, and so you can connect a JK to powerful 7 hit autocombo
afterward. Early jump punches canceled to Dive Kicks are also useful.
Basic Moves:
His HP can be used as anti
air to set up the damage protection-free version of his infinite, but
you have to commit to that HP connecting, and it's not so easy since it
doesn't hit quite high enough for most characters. His LPs are good for
run jabbing but as to what you can do when they release block is limited
to his 3 hit kick combo. His standing HK and RH are excellent anti air,
his standing LK has somewhat less range than others. His sweep has
slightly longer range than some and his ducking LK is quick and pointy,
very good for escaping run jabs. His uppercut has a very weird collision
area. It will miss often times, especially against the teleport
uppercut, so rather try to go for single aaLP, JK, whiff dive kick to
infinite if possible. It also sometimes miss at extremely close side to
side range, for instance when a Robot Ninja or Sindel lands right next
to you, and is bad for direct overhead crossup snuffing but will connect
just as they pass behind you. In situations where you see an uppercut
available, it might be better to opt for his spin.
The Spin is
his most valuable move. It sets up all his options. From a spin, it is
time to deliver whatever variation of infinite combo you wish. There is
no limit to the amount of spins you can do in a combo, which is very
broken and dangerous, however, you must place one hit between each spin
usage to allow for another. The Spin can be used in some cases almost
like a Dragon Punch, but it's collision box, even though improved since
MK3, still has some awkwardness to it, so try and figure out the best
way to time a counter spin. Oftentimes it is a good idea to allow them
to pass over you, and do the spin in reverse. Utilize the spin in corner
juggles. You can link the spin to the end of his 7 hit autocombo in the
corner on the Robot Ninjas Sheeva and Nightwolf, and if you catch
someone just off the ground in the corner with an autocombo so that the
entire combo juggles them, it is quite easy to then link a spin on just
about anyone with the extra falling height. Utilize the Spin to get your
opponent out of the corner in juggle combos if you don't wish to be
repetitive or "lazy" with your now already broken infinite combos. What
you must do is allow Kung Lao to pass the other character's axis in the
corner after whiffing a dive kick, so that when the spin connects, it
sends them out of the corner. You might also want to try performing the
F-D-F motion backwards while still in the air, and hitting the F + Run
the instant you hit the ground. You can also allow your opponent to fall
a bit and be sure that they are to your side, and as quickly as possible
perform the Spin normally. Try to stay away from using the Spin too
much. It is possible to bait people with it from cross screen by just
doing the Spin action without tapping at all, you will recover quickly,
but if you tap Run during the spin at all, you will be held in spin
animation longer. If you are near the corner, you can attempt to lock a
person in with no where to go, pending teleports, etc, where you are so
close to them the spin doesn't hit, but if they move, they are toast.
There only way to avoid this scenario if you are the one in trouble is
to essentially "parry" the spin by hitting Forward + Block exactly
right.
The Dive Kick is another very important move, and what's
more important is learning how to miss it well than even hitting it. It
is a great transport move and if you do them low to the ground it
confuses your opponent and it's very hard to hit him and intentionally
get in the way of to block it. "Whiffing" the Dive Kick is essential to
performing Kung Lao's cross screen infinite variants. It is a good idea
to do the Dive Kick instinctively after connecting jump kicks, or using
it to avoid an incoming counter jump kick. There is no limit to how many
Dive Kicks you can do in a combo, but remember you don't want to be
connecting them. Use it sparingly against opponents for damage, as it
puts him in punishment mode when blocked. Try to do the Dive Kick and
land next the opponent or behind them, and go for the 3 hit kick combo
if they are ducking.
The Hat Throw is a slow projectile that has
an arch to it, so it cannot be easily ducked or swept under. Kung Lao,
Sindel and Sonya can easily ducking LK under it from a variety of
distances. Sindel and Kung himself can duck it from a very large half
screen window considering the move is generally not designed to be
duckable. You can use it to add variety to corner combos, but it doesn't
really have much other use, you might be able to stick it in with run
jabs every now and then but this sets up nothing and runs the risk of
being blocked and countered.
The Teleport is a questionable
move. Some people know how to use it, some will never know. The best way
to use it is on a baited projectile, and countering into the jump kick
to 7 hit combo. If you ever do a teleport while your opponent is
neutral, you asking to get countered. Spamming on the attack as he's
coming up will sometimes help against people, but it is inadvisable
because you will most likely not land the 7 hit combo. You can use the
teleport in the corner to make his juggle infinites look more elaborate.
It possible to teleport out of the way of sluggish run jabbers, but it
is all in all just better to use ducking LKs. You can also use it to get
out of blocked combos that have some recovery between hits, vs Kabal's
air fireball strategy to connect a start right before he hits the
ground, and also after something like a blocked Leg Grab from Sonya, to
enhance damage.
Kung Lao has few more infinite choices, which of
course are useless in real vs gameplay, and thats why I will not give
attention to them. You can see those in UMK3 Infinito combo video.
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Basic Juggles:
1. aa Spin, R, aa(HP,HP)
hat throw, 4 hits 25% 2. aaHP, JK, dive kick 3 hits 31%
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Advanced Juggles:
1. spin, R, aaHP,HP,
JK or JP, whiff dive kick, aaHP, repeat across screen 2. (In
corner or from previous combo) spin, JK, spin (inf, and there are
tons of moves you can throw in for variety, Kung Lao can spin off
just about all his normals and the hat throw) 3. aaHP,(HP- may
be necessary) JK, whiff dive kick (repeat untill corner or dead)
4. 7 hit autocombo, juggle spin, straight up jump kick, whiff dive
kick, spin out of corner, into cross screen infinite variation.
Sheeva, Shang Tsung,
and the Female Ninjas all are slightly harder to juggle infinite
than others, you must be more selective about how you hit them,
specifically doing a certain routine against them, whereas against
other characters you have a lot of freedom to change things up.
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Ultimate Mortal Kombat 3 - Strategy Guide Kung Lao Corner Infinite Variation
File Size: 3,57 MB |
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Ultimate Mortal Kombat 3 - Strategy Guide Kung Lao Counter into Infinite Variation
File Size: 2,71 MB |
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Last Update
10.22.2009
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