For UMK3/MKT
There are countless miniature abusable methods to beat any character in the game, here is a lot of them
On all characters except MK1 Kano (he never throws the knife so he is an exception to almost all rules but you can still easily beat him with jump punch or kick start to autcombos when he walks towards you), get into the stepping distance, which is that distance where the computer will mimmic your walking inputs, get as far away as you can without them walking towards you and jump away, kick or punch right before you hit the ground, you can do it so you can hear the sound and not see any animation, then they will throw a projectile, run in a step, jump over it and combo them, works almost everytime, as long as you time it right.
Do the exact same thing, against most characters, but don't run in a step, jump over the projectil really late, but make sure you can make it over, and they will jump attack at you, you have a free chance to juggle combo them everytime.
If you get a move that knocks them down close to you, jump straight up, they will jump attack you as you descend, and then you are free to do whatever.
Against male ninjas with female ninjas and Robot Ninjas, and possibly other characters, run in to the maximum LPing distance, and then just hit LP, they will attempt to sweep, and you can time LPs to snuff their sweep every single time until they die.
With Scorpion, Smoke, Robot Smoke, and some other containment characters, I think the Sub-zeros, get a move that knocks them down, then sweep as they get up, they will jump away, and it's a free harpoon/freeze move.
With Sindel, jump straight up and air fireball until they try to run or jump at you and it's free scream to combo.
With Jax, sweeps to instant back breakers work well, if they jump away, missile.
On just about anyone, jump away, kick or punch, duck projectile, straight up jump and as they run in, depending on the character you can time a starter into combo, just about everytime, or, sometimes they will jump into a straight up JP, and fall back, after this, jump straight and punch, they will again jump into it, take a running step in after the second jump punch and repeat over and over, if you time it properly they will take jump punches until they die.
With Kabal, run in, LP extremely close, but not too close or they will throw you, the instant you see them start to sweep, spin them.
With Unmasked Sub-zero, freeze them, then LP them and refreeze them over and over, they will constantly try and snuff the freeze with sweeps and other attacks and get frozen over and over, don't refreeze too quickly or the LPs will tally up to 5 and push them away eventually and you won't be able to freeze again.
Against Sindel, let her cross up jump kick you and she will always scream afterwards, if the JK hits far enough away you will be able to block it and free combo her everytime. You have to learn what the situation looks like in order to abuse this tactic against her.
With Mileena against just about anyone, jump back, kick or punch and do her roll under their projectile, when the roll hits, immediately JK them, then roll again when you land, run in HP, HK, it's a reasonably good combo for her, and you will find others.
With Kung Lao, jump away kick and teleport, to combo on most characters, except Baraka and the female ninjas. You can also let the CPU attack you, but block, when they do their inevitable cross up jump kick, block it spin them before they hit the ground, it sets up a potentially damaging juggle until you reach the corner because now the spin is limited to one per combo.
With Sheeva, jump away kick or punch and teleport stomp, but it is kind of risky as often the computer can get in on you afterwards.
Smoke, Scorpion and Ermac in MKT can all do their jump away kick or punch, teleport punch on projectile throw and get their containment to combo. This was removed in UMK3 1.2 for the most part. It can only be done on certain characters who attempt moves that will get snagged by their harpoons but I think everyone just blocks the lift. Sektor, Robot Smoke, Cyrax, Sheeva, Kung Lao, all attempt to teleport as you harpoon and get snuffed, Jade attemps her dash kick + projectile protection, and for some reason gets snagged anyway.
Against Cyrax with just about anyone, get in close, projectile, he will teleport, and then either teleport again, or try to net you, whatever the case may be, he is punishable in the midst.
With Nightwolf against Kano, Sheeva, the Robots, and Kabal, and I think in MKT Baraka and Raiden, use one of the free autocombo tactics, like jump away kick or punch, duck projectile, and do his 5 hit combo with the axe, then walk in, and right as they hit the ground, repeat the combo, til you reach the wall, and when you get there do his 3 hit kick combo til 100%. You can even do the regular combo and stick shoulder tackles in as well and still get the combo over and over.
Against Liu Kang, Kabal, Scorpion, Smoke, Robot Smoke, Sektor, Kano, Jax, Reptile, Sub-zero, Classic Sub-zero, Mileena, they all have an AI break where they will eventually do a move that is punishable if they are attacking you in close and some you have to be quick about countering, for instance the slides, they can interrupt you before you attack if you don't react immediately, but Liu Kang, Kano, Sektor, Robot Smoke, Mileena, they all do moves that put them in the air and you can easily punish them. Jax will do his dash punch and sometimes it pushes him away from you, but usually you can just duck and block and it'll miss, you can run in and attack, Kabal will eventually spin and just block and counter, Scorpion will eventually harpoon, just counter after you take some chip, but counter with big combos that are worth the exchange.
With Mileena, if they computer is rushing you down, look for an opening when they cross up jump kick you get a roll, same with Kabal, look for that opening and get a free spin.
With Kabal, throw some ducking LKs out on a charging CPU opponent, they will take 2 usually, and then try to cross up, even if you throw a 3rd you can still spin them. Anytime you hit an fireball, straight up jump kick or jump punch in air with Kabal, it's a free spin afterwards, so look for those openings.
If you have questions about specific characters vs specific characters, just mention them and I'll give you techniques to use.