UMK3 - Master II Sektor Speedrun by RZR|CG Ketchup in 9:33

2,089 views · Published 14 September 2014 · 10:54 · Indexed 29 October 2026

Channel: PNDK&M · 2014 · Gaming

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A Speedrun of Ultimate Mortal Kombat 3. More specifically, the Arcade version. 

Final time: 9:33 (but easily improvable.)

NOTES:
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There's a lot more to what is being displayed here, so here's a few cliff notes for those that are unaware about how the game works, or how the game should be tackled vs the AI. 

UMK3 is considered to be extremely difficult, and the harder difficulties are considered near impossible at times, especially to the casual player. However, there are ways to manipulate the way the AI counters each move the player throws out. 

Each time the player does a specific move, the game tells your opponent to do a certain move of their own that will instantly counter whatever you've just done. For example, Jade will instantly activate her projectile immune glow and sprint towards you whenever you use a projectile against her. 

The way you effectively dismantle each AI opponent is to give them a move they can move read with, but then instantly use a different move to punish it. What you can see in this run is Sektors Teleport Uppercut being used to counter all of their projectile attacks, as the AI is set to throw a projectile if you do a kick whilst in the air. 

In terms of speedrunning this game: 

Getting a Flawless Victory isn't actually a good thing. It takes extra time for the "Flawless Victory" sign to appear on screen, so getting hit by something tiny like a jab will result in the match ending much faster. It's not worth the trade if the ai hits you with something that takes longer though. 

The AI at the beginning is actually the most inconsistent, considering they're set to be slightly "easier" to fight, their move reading is less extreme. This of course is not what you want when trying to force the AI into doing something very specific at all times. 

Some characters are possible to attack while they get off the ground, and some are not. You will notice that I constantly loop the jump back kick/Tele Uppercut some characters, but I attack others. This is because all the AI opponent behave differently when the player jumps in on their wakeup after a knockdown. All the Human Ninjas will instantly neutral jump into a full combo, as will Jax and Liu Kang. Others will occasionally throw you before the move connects, like Kung Lao and Sindel. The characters you can usually jump in against with Sektor after a knockdown are Stryker, Unmasked Sub Zero, Nightwolf, Sheeva, Jade/Kitana/Mileena, Cyrax/Smoke/Sektor and Kabal. The difference is that Sektor can only connect a JIP, HK,HK against the female Ninjas, but he can get a full 5 hit (JIP, HP,HP,HK,BHK) off the rest. 

Against the Boss Characters, there seems to be a heavy random factor to them. But here's how I approached each Boss Fight: 

Motaro - Motaro is harder than Shao Kahn in some ways, as he's far more inconsistent. Only Sektor's HK,HK combo will connect, as his other strings will wiff on hit, resulting in Motaro getting a free grab. I eventually learned to pick up a feel for when Motaro will do one of his random attacks, and jump in accordingly. This is always risky, as a projectile will hit me guaranteed, and I must block any other projectiles he may shoot in a sequence. He can also teleport, which will make any jump in normal of mine wiff once again. Eventually, you have to be fortunate enough that Motaro does his easy to hit moves, rather than the ones that will always hit you guaranteed. As speed is the goal here, you don't have time to wait around. 

Shao Kahn - The eternal Run Killer. There's a few things to mention against this boss battle. 

All your combos will fully connect against Shao Kahn, but he's set to use his projectile is the player throws their own. So using your projectile as he stands will still activate that in his AI, giving you a free hit as he rises from the ground. In this video, I used a homing Missile to activate his projectile, then used a straight missile which would hit immediately after. Comboing him with HP,HP,LP launches, giving me a guaranteed Homing Missile/Straight Missile. This does more damage in the long run, as any strings used against Shao Kahn will do reduced damage as he's a boss character. 

Shao Kahn's Special Moves are completely random. This means that you have to crouch without blocking, and block on reaction to a charge. This can be extremely difficult if he's right in your face, as it takes a small moment to actually enter your blocking state. You can crouch his projectiles and run in with a full combo if you're close enough, but a charge at that range is almost guaranteed to hit you. Crouching at sweep distance will always make his rising knee miss, but sektor cant punish that move very hard, so I go for the homing missile once again. 

Once Shao Kahn corners you, you have to allow yourself to get hit, otherwise you'll be in constant blockstun. If he lands a charge in the corner, you can run in and combo him before the shoulder recovers.

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