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Dumb Missiles are a fast, straight forward projectile.This is a nasty trick to use against a Sektor player who goes for it as a last hit of chip damage kill, to beat them specifically, but they will probably just go for smart missiles in this situation. You can time a ducking LK to miss and avoid being hit by it completely and counter it as well. 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. 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. It's limit is 1 hit before hand, and breakable to two on just frames, but is hardly worth the effort.
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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 opponent's uppercut, if done during or after the decent of the teleport, will hold until the teleport uppercut connects. 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. 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. It has a strange punishment area, and sets up smaller, modified versions of normal punishers, but punishable nonetheless. 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 the teleport uppercut after that.
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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. It has so many cons I will get in depth with.
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JK is good, jump punch is kinda tight and ball like, and is easily counterable. Sweeps have good range and recovery is the same as female ninjas. 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. 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. 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.