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Ultimate Mortal Kombat 3 - Strategy Guide - Smoke
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
Smoke - Rank: 8
Robot Smoke is ranked 8th in UMK3. Your main game is going to
be run jabs, watch for cross up jumps and nab air throws, anti air HPs
to teleport uppercut combos, wake up spears are good sometimes, but most
of all, GO INVISIBLE! The Robot Ninjas have some juggle advantages and
vulnerabilities in terms of taking hits, watch for them. They can be
relaunched by just about anyone with a launcher combo, easier than most,
and they are harder to juggle in certain situations, particularly for
Ermac and Human Smoke. Kung Lao can spin them and I believe Nightwolf
after his autocombo in the corner when it is performed on the "just
frame" so not only will you take the 34% or more from the auto combo but
you're stuck in the corner infinite. Anyone who can get a ducking LK
after their autocombo in the corner on anybody can get a standing HK
after their combo on them, for example: Liu Kang, HP starter, 7 hit
combo is 38% + standing damage protected HK is 46%.
Basic Moves:
Standing HK is tops,
uppercuts are somewhat bad in the sense they tend to miss in crucial
situations similarly to Kung Lao's, for instance you have to take a step
in if you want to counter a punishable move sometimes to hit an
uppercut. The robot Ninja roundhouse is late on the hit and has some
funky corner issues, good range, low height, better on far away jump
ins, but if you can time an aaRH you might as well try and aaHP to
teleport uppercut. LPs are really good for double run jabbing mid
screen, they keep in tight on the opponent because you have to be closer
to connect them. Sweeps have good range and recovery is the same as
female ninjas. JK is good, jump punch is kinda tight and ball like, and
is easily counterable. Ducking LK is quick and pointy, excellent to get
out of runjabs or prevent them. Straight up JK is a great set up to
cancel quickly with a teleport uppercut, just make sure it connects, and
you have minimum 59% and a free invisibility.
The Harpoon is an
essential move as it is a very quick containment and relatively safe to
do from full screen depending on the who the opponent it. It's great on
wake ups as it seems to have a hit box in front of him before it even
comes out, so you will see the Harpoon simply appear beyond the opponent
and already snag them without warning. You can try doing a three hit
combo and then throw out a harpoon afterwards for mix ups on jumpy
players. It can be linked in juggle combos with a normal limit of 4 hits
before it, and can be broken to 5. It can counter many simple standing
attacks for free, if you block them much like Sonya's leg grab (see air
hyper viper beam techniques in MvC2 lol). You can also link it in the
corner off his autocombo, using a just frames concept. Try: Jump in HP,
HK, HK, LP, buffer the harpoon as the LP hits, nab them, then 5 hit
combo, ducking LK, for 11 hits 45%. You should sometimes mix up run jabs
with the harpoon, but pouring on pressure with the run jabs, pausing and
letting them think they can advance, then snagging them with a harpoon
as they try to counter charge you.
The Teleport Uppercut is a
bit overrated on it's on, and definitely over abused by casual players,
getting them into a lot of trouble. It has so many cons I will get in
depth with. You should really only use this move if you link it off an
anti air attack, or to punish full screen projectile turtles, in
essence, any situation where you know it's going to hit and not be
blockable. If you feel the need to do this move, you can use it almost
like a dragon punch would be used in Street Fighter if you suspect an
early jump attack by doing it as they jump and before they land,
however, in any situation where you can get that, you're better off
going for the aaHP first to add 6.5% there, and then you will knock them
high enough to easily get another 6.5% from a second aaHP or even a
third after it, or depending on the character, possibly even a JK before
the harpoon. It has a strange punishment area, and sets up smaller,
modified versions of normal punishers, but punishable nonetheless. If
you can scout a cross up JK or JP, you can buffer the FF motion and get
them in the middle of their cross up. If you're too late, it's blockable,
so you might be better off going for an air throw and deal with the
lower damage potential, if they don't attack, it usually misses. If it's
going to connect off a juggle, it always hits from the left side, so if
you counter an attack on the right and cancel it to the teleport
uppercut, it hits the opponent as they are falling into it, sometimes
making extra juggle hits after it easier, otherwise it will almost
always come up behind opponents. You can use it to bait an air attack by
jumping in and attacking early, and do it right as you would normally
expect to take a standing HK, but teleport out of it's range. It's
possible to still block it however, so you might want to try baiting
within the range of an uppercut counter situation, because the uppercut
will hold until the teleport uppercut connects. It's limit is 1 hit
before hand, and breakable to two on just frames, but is hardly worth
the effort. Be careful with overuse, it can be easily snuffed before
leaving the screen by many moves like a LK, ducking LK, harpoon, freeze,
sweep, uppercut if it's used as a fake out from the air, etc. Even after
it leaves the screen on the way back up it can be snuffed with a ducking
LK or a well timed uppercut, by specific characters only I believe, like
Stryker. You can time a ducking LK to miss and avoid being hit by it
completely and counter it as well. This is a nasty trick to use against
a Robot Smoke player who goes for it as a last hit of chip damage kill,
to beat them specifically.
Invisibility is great. It's kind of
self explanatory, you're invisible, you're opponent cannot see you, it
makes it harder to attack you and a lot of times it will make the other
person do risky attacks merely to get you to appear Know where you are
on screen, know how to set up certain attacks, know when it's safe to
use. The recovery time isn't much, but regardless, it's pointless to try
it if you're going to get hit immediately. You can do it anytime you
connect a spear between that and the combo, after a roundhouse, or an
uppercut. It's good to do after uppercuts because many times people will
see it happen and immediately go to hit you with a jumping attack, and
this sets up big damage. Be invisible as often as possible.
His
air throw has the biggest range of all the air throws in the game. It
can stop an asteroid. Use it on cross attempts, it's not quite as useful
in sweep situations as Jax or Kano's, but the extra large radius helps
him a lot. It is nearly impossible to beat out an air throw happy Smoke
player in the air. It's good to link in combos because it does a lot of
damage, about twice that of Kano's, aaHP, JK air throw does a little
more damage than aaHP, harpoon, 5 hit combo, so in situations where the
aaHP, JK, air throw is possible, go for that instead, it also sets up
more tactical situations in your favor, and the air throw has a certain
level of psychological advantage to it.
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Basic Juggles:
1. JK, teleport
uppercut, aaHP, spear, HP, HP, LK, HK, LP 9 hits 37% 2.
teleport uppercut, aaHP, spear, HP, HP, LK, HK, LP 8 hits 47%
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Advanced Juggles:
1. aaHP, teleport
uppercut, aaHP, spear, HP, HP, LK, HK, LP 9 hits 54% (59% with
Straight Up JK, 63% with a JK) 2. aaHP, teleport uppercut, aaHP,
JK, air throw 5 hits 58% (63% with SUJK, 67% with a JK to start)
3. aaHP, teleport uppercut, aaJK, spear, HP, HP, LK, HK, LP 9 hits
63% (68% with SUJK, 72% with JKto start) 4. aaHP, teleport
uppercut, aaHP, HP, spear, HP, HP, LK, HK, LP 10 hits 60% (65% with
SUJK, 69% with JK to start) 5. (in corner) PS, HK, HK, LP,
spear, HP, HP, LK, HK, LP, D+LK 11 hits 45%(the spear is incredibly
risky) 6. (in the corner) aaHP, teleport uppercut, JK, aaHP,
spear, HP, HP, LK, HK, LP, D+LK 11 hits 71% (76% with SUJK, or 80%
with a JK to start it)
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Ultimate Mortal Kombat 3 - Strategy Guide Smoke Corner Combo
File Size: 1,59 MB |
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Ultimate Mortal Kombat 3 - Strategy Guide Smoke Punisher
File Size: 1,94 MB |
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Last Update
10.22.2009
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