Difference between revisions of "Robo Smoke (UMK3)"
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[[Category:Ultimate Mortal Kombat 3]]
[[Category:Ultimate Mortal Kombat 3]]
Revision as of 16:48, 2 June 2009
Robot Smoke is ranked 7th 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%.
Robot Ninja Basic Moves:
Standing HK is topps, 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 invisibilty.
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 infront 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%.
The Teleport Uppercut is a bit overrated on it's on, and definitely overabused 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 attack 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 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 explanitory, 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.
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%
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)