MKWarehouse: Mortal Kombat 3: Kabal
For Mortal Kombat 3 on the Game Boy, FAQ/Move List by Portable MK. CYRAX - KABAL - SMOKE - SHAO KAHN 05 - ENDING The numbers are in relation to the number of times Up must be pressed. Combo 3: Low Kick, Low Kick, High Punch, High Punch, Down + High Punch. Ending. After returning from near death, Kabal swears revenge against his. Ultimate Mortal Kombat 3 is assumed to be the same as the Mortal A "toned down" Kabal, who lost a few cheap combos. Ending: Jade makes the decision to assist her longtime friend, Kitana. . 2-on-2 Player and 8 Player Tournament are replaced by Local Wireless and Nintendo Wi-Fi Connection respectively.
When Taven defeats Daegon, Blaze prepares to face Taven. While enslaved by Onaga's sect, the spell used on him corrupted his mission. Blaze is finally defeated by Shao Kahn, causing Armageddon.
The characters' Armageddon endings had them all gaining some measure of immense power after defeating Blaze. Blaze originated in Mortal Kombat II as a nameless, distant burning figure on a bridge deep in the background of the Pit II stage, squaring off against a character wearing green and black pants. Fans nicknamed them Torch and Hornbuckle, respectively, and both were palette swaps of Liu Kang.
He placed 35th on Dorkly 's fan-voted poll that ranked the entire MK character roster,  and 37th on UGO 's list of the top 50 Mortal Kombat characters, with the site adding, "Although [guarding the Dragon Egg] doesn't sound like the job of a badass, you'll change your mind once you see Blaze steamrolling his way towards you.
Since he is originally from Outworld, he never enters the Mortal Kombat tournament as it would have meant competing on the behalf of Outworld and thus the brutal emperor Shao Kahn. While a group of Earthrealm warriors prepares for a frontal assault on the Deadly Alliance, Bo' Rai Cho secretly enters the palace and escapes with the body of Li Mei. He regroups with the other Earthrealm warriors led by Raiden and retreats to safety rather than joining the attack.
His back story is that he has trained warriors for centuries to compete in the tournaments. After many failures, success finally came when he trained Liu Kangwho defeated Shang Tsung and became champion of the Earthrealm tournament. He appears in Shang Tsung's MK ending as having trained Shang Tsung for the role of Outworld's new protector against the now-corrupt god Liu Kang, and makes a brief appearance in the story mode and comic book prequel of MKX.MORTAL KOMBAT 3: Kabal Balloon Fatality on all Fighters
In the story mode he is seen conversing with Raiden about Liu Kang and Kung Lao's deaths before he is nearly killed by Shinnok. Whether he survived the attack is unknown. The character's name is a play on the word "borracho" Spanish for "drunk"and he is indeed usually depicted as intoxicated and carrying a canister of alcohol.
Mortal Kombat 3 FAQ/Move List for Game Boy by Portable MK - GameFAQs
His fighting moves consist of drunken style fighting mixed with vulgar actions such as vomiting on the ground to make the opponent lose their footing, and propelling himself back up to his feet by flatulating, which itself is used in one of his Fatalities as well as his Hara-Kiri finisher in Deception.
Character designer Herman Sanchez said that the word "broke itself up nicely into three Asian-sounding syllables," while the developers wanted a "slob" character for the series as well as the first one introduced who would be a teacher.
Or, in his case, a belch of fresh air.
Smillie of Game Rant rated his Hara-Kiri finisher, in which he holds in his flatulence long enough that he explodes, seventh in his list of the worst finishers. He has a massive spiked club implanted in his right arm in place of a normal hand, wears a bizarre mask called the "Face of Kun-Lo," and constantly has an army of flies which he uses as a projectile in the games buzzing about his body.
The mask allows him to control his rage and fight with his disciplined Netherrealm style, but without it, he loses his focus and attacks with murderous insanity.
Centuries ago, he was a cruel human warlord in Outworld who was exiled to the Netherrealm where his body and soul were to be tortured for all eternity. He and fellow Oni Moloch become allies, and during the time of the Deadly Alliance, Shang Tsung fears treachery from Quan Chi and hires Drahmin and Moloch to protect him, promising revenge as compensation for Quan Chi having previously fled to Outworld without them after they had freed him from Scorpion's torture.
Scorpion later futilely attempts to defeat Quan Chi and the Oni toss him into a Soulnado, where his body is ripped to pieces. In MK3 he could spin twice in a row for no particular reason but that was removed. The Saw Blade is disabled while the spin, wobble, or drop out duration of the Spin Dash is active, this was also changed from MK3. Use the spin after an anti air HP, or a high contact air fireball to set up big damage mid screen juggles.
If you spin on the ground, a generally good damage combo is jump punch starter, 5 hit pop up, JK air fireball. If you decide to go for tactics over damage, you can do a deep bleeding JK instead of the fireball, and go back into run jabs, even if it is late and gets blocked and this sets up more chances to get another spin.
If you spin someone in the air who has an air move, like Sindel, or an air throw, once they drop out of the spin they can escape the drop with that air move, so don't waste time and let them drop if they are too high or they will be able to surprise counter you.
When you do a pop up combo with Kabal, sometimes the combo lags slightly depending on where they are when the first hit happens, and it looks as if the uppercut isn't going to come out. If your opponent releases block to capitalize the uppercut will hit. Spin them as they are falling, but do it somewhat low to the ground since you only have one hit in memory for the combo. This also works in a much simpler scenario, after a grounded JK. Use the spin on occasion as wake up, but players with counter Kabal knowledge know to bait that wake up spin with a fake run jab, canceled to block.
The spin can plow through a standing HK or LK after Kabal is knocked down, so watch for that, and you can also counter just about anything with the spin after you block.
You can also break out of the wobble frames not the spinning frames with any special move, but Kabal players should never allow this to happen. You can use the air fireball to bait an uppercut counter on a jump in and avoid the contact, enabling you to then run jab pressure.
Nightwolf can give Kabal trouble at times, but if you notice they are reflecting your low air fireballs, intentionally do one that will go over, or through Nightwolf's head and spin him.
Use the air fireball in corner juggles to extend them up to 3 times on anyone with the right timing, being high JK contact, low air fireball contact, rejump, repeat.
You should never use the ground version of this move except to extend a combo, but only use it if it's going to finish them because the recovery is long.
Mortal Kombat X - Wikipedia
If you do happen to catch someone with it on the ground, you can't do anything after it anyway because they can block.
The Saw Blade has a limit of 2 hits before it is locked and has no useful comboing scenarios. If Kabal is hit at anytime while the Saw Blade is out, it will disappear and not connect on the opponent.
After doing this air is pumped into the victim and the head gets big and blows up. The head gets inflated, gets smaller, then bigger then floats off. Then his victim falls over. He then puts the hook-sword over a small fire that comes out of the ground.
Stick in knee lifts every now and then, watch for guard breaks and spin, or combo, if you spin, make sure you add a jump punch or jump kick to his autocombo. You can play keep away by doing low air fireballs and watching for spin opportunities if they leave the ground. His game pretty much revolves around the run jabs and spin set ups.