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Ultimate Mortal Kombat 3 - Strategy Guide - Sonya
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
Sonya - Rank: 11
Sonya is a mid tier character in UMK3, ranked around number
11. She is very fast, a great sweeper, has a lot of options and ways to
play her. You can rush down or turtle with her, but rush down is your
best bet. Another thing you're going to want to look for is guaranteed
openings for the leg grab which is essentially a free uppercut that
allows you to get right on top of your opponent afterwards. Her combos
are pretty simple and powerful, and she's a little harder to max out
juggles on then most characters but not the level of Shang Tsung or
Sheeva where you really have to overcompensate for them. Her ducking LK
is golden, and will be explained in depth later. Rush down with run
jabs, into her 5 hit pop up, throw in some knee jabs here and there, and
remember to abuse her speed and leg grab.
Basic Moves:
There are some awkward
properties here and there on her moves. For one her uppercut hits
strangely and deceptively, and it has an extra recovery frame, it looks
like the made hers stop one frame too early, but I suppose that makes it
hit just a tad earlier. Her roundhouse is high and short on range, and
does connect on the frame you would expect it to, the whole move is
pretty sudden. It's better for run under roundhouse set ups than normal
anti air, so you should go for a simple standing HK, which hers is very
good. Her sweep is in the top 3 with Kano and Jax. Extremely little
recovery time and sets up traps. Her jabs are slightly short on range,
making clean aaHP contact difficult at times, but still works on
punishers. Her ducking LK is perhaps the best in the game. It's very
pointy, with great range and her hit box is incredibly small while doing
it because she ducks so low to the ground. If you time it correctly, it
is nearly impossible to hit Sonya with any attack except ones that are
intentionally low like a Liu Kang Fireball, Ermac's lift or Mileena's
roll. People who are aware of this tactic will sometimes pick characters
to counter it but there are ways around it. In the unlikely event
someone will pick Mileena to roll through your ducking LK cheese, throw
out a couple, and they will attempt to roll, since you expect it, simply
block it and punish with aaHP, JP, leg grab for 37%. Against Liu Kang
try to bait a ducking fireball, and when they do, don't LK, jump over
the fireball for a free 52% combo. You can snuff with it any sweep
practically in-between sweeps, any incoming JK contact can be avoided
with it and then counter them as they land. Remember you cannot simply
mash on D+LK and expect results, you have to recognize your opponent's
character's strengths and weaknesses and ultimately take advantage of
every little mistake. The ducking LK can also get you out of cross up
situations easily with little risk. Her ducking HK can be used a really
humiliating anti air attack as well. Her straight up JK can catch some
characters if you do it on the way up in a jump, her regular JK is
great, it's one of the best in the game. She can snuff lots of attacks
with it, including Kabal's spin, frontwards or backwards. Her JP is
decent, misses often on wide cross ups.
The Leg Grab is probably
one of the most important moves in her set. It has great range, massive
damage, quick as hell, can punish just about anything from a good
distance and is useable in combos. It has a strange damage protection
property in UMK3. Naked, the leg grab does about 21%. If you connect a
grounded JK into a leg grab, it does 10%. If you combo more than 2
juggled hits before it, it does 5%. If you combo it in an auto combo
with more than 2 connect hits before it, like HP, HP, U+LP, it does 3%
damage, acknowledging the fact that any juggle hits after an auto combo
are DPed and it has it's own special DP as well. There are many
situations where an attack leaves someone open for a leg grab even when
Sonya blocks it. Watch for situations, or even try to set them up, so a
combo will miss, or get a laggy hit in the middle if blocked, this
really is only useful in combos where you can actually switch from
standing to ducking and blocking, 3 frames of vulnerability, only 1
abuseable so this has to be done in a situation where there are more
than 3 available frames, hence the delayed or stuck hit. If timed
correctly Sonya will appear to break through the combo and snag them
with a leg grab. Also simply watch for combos that suddenly stop and
always be ready to stick in a leg grab because it's free damage and puts
Sonya on the offensive. The leg grab can beat out sweeps from close
range if they start at the same time, so against a sweep crazy Kano or
Jax, throw out a leg grab on them right as they go for one. You might
also try simply running through the sweep and getting her knee lift
before the sweep connects. The main concept is to abuse the hell out of
the leg grab at every opportunity, and mix it up with those nasty
ducking LKs, then switch it up on them after a leg grab connects and go
for the rush down. A standard punisher combo getting use of the full leg
grab damage would be, aaHP, JK, leg grab, and it has to be timed well or
the leg grab will be blockable, and it has a decent amount of recovery
time, but on the other hand it also has a strange collision box when
recoiling, making a lot of close range attacks miss on her. The leg grab
must be blocked low, like a sweep, and does no chip damage.
The
Rings are a standard projectile, slow start up, she holds the pose for a
while, but it has quick horizontal movement. It would be inadvisable to
use the rings as a zoning move because she leans forward and is wide
open for punisher autocombos. You would be better off using it
sparingly, and perhaps as a last resort to hit a jumping away opponent
for a win.
The Upward Bike Kick is a great wake up and anti air
move. Many people will abuse it in close range situations and it can get
you out of run jab scenarios if timed properly, like Mileena's roll.
Another good use for it is to get out of cross up situations. If someone
run jabs you and exhausts their run bar, they might go for a cross up JK
to let some run recharge and continue to run jab until you give up the
hits in attempt to counter. At this point your choice of escape is
either a ducking LK miss or snuff, or, buffer the bike kick as they jump
by hitting F,F, D instead of B, B, D, this way as they cross up you will
snag them with a bike kick. The timing is tricky, but it's a good
psychological tactic and will prevent them from doing so much crossing
up in the future. For a move that leaves the ground, it has almost no
punishable frames so the only real escape to spammed bike kicks would be
to duck and not block, allowing Sonya to go over you and trying to
punish her on the way down, perhaps with a containment set up. It has a
limit of one usage per combo and can be done after any amount of hits.
The Wave Punch is a good anti air move, and you can use to keep
constant jumpers on the ground even if they are jumping away. It is
useful for mobility to some extent but not entirely advisable because it
can get her into trouble. You can also use it in combos, particularly in
the corner. It's possibly to juggle a LK or even a HK after some corner
combos on certain characters after the wave punch.
Sonya has an
unsubstantiated ground infinite using her leg grab and running in with a
LP jab as they get up. Seems that if you got it while it interrupts an
opponents' move or its a punisher it opens an unblockable setup after it
(aka MK1 broken throws) like auto combo, bike kick and etc. In left
corner you can get Leg Grab, Bike Kick (the opponent must fall behind
you i.e. out of corner), repeat inf, against some characters. I have
personally gotten it to work on some characters but the timing is very
difficult, I don't even understand how it works. There's no point in
even trying it like Sindel's flight cancel infinite.
Sonya can relaunch everyone,
like Kano, Human Smoke, and Ermac. On some characters you can follow
their flight path instantly as the combo finishes and relaunch them, but
on others you must cause for an instant before jumping, aligning the
collision boxes properly. Some characters are not worth attempting
relaunching because the timing is too rigid.
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Basic Juggles:
1. punch starter,
HK, HK, HP, HP, U+LP, JK, leg grab 8 hits 48% 2. aaHP,HP,
leg grab 3 hits 34%
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Advanced Juggles:
1. punch starter, HK,
HK, HP, HP, U+LP, aaHP, JK, leg grab 9 hits 51% (can add an extra
aaHP on some characters like Jax, Sub and Stryker for 10 hits 54%)
2. punch starter, HK, HK, HP, HP, U+LP, deep JK, HK 8 hits 52%
(on some characters like Jax if you get a deep bleeding JK you can
stick in an aaLP, JK, Leg Grab, for 10 hits 58%) 3. aaHP, JK,
Leg Grab 3 hits 43%
Corner Juggles:
1. aaHP, RH, Leg Grab
3 hits 45% 2. punch starter, HK, HK, HP, HP, U+LP JK, HK, HK 9
hits 59% 3. punch starter, HK, HK, HP, HP, U+LP, JK, RH, HK 9
hits 60% 4. punch starter, HK, HK, HP, HP, U+LP, JK, JK, HK 9
hits 60% 5. punch starter, HK, HK, HP, HP, U+LP, JP, JK, aaLP,
Wave Punch 10 hits 60% 6. punch starter, HK, HK, HP, HP, U+LP,
JK, aaHP, Wave Punch, LK or upward bike kick on some characters 10
hits 62%
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Ultimate Mortal Kombat 3 - Strategy Guide Sonya Punisher
File Size: 1,23 MB |
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Ultimate Mortal Kombat 3 - Strategy Guide Sonya Advanced Mid-Screen Combo
File Size: 1,72 MB |
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Last Update
10.22.2009
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