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SuperMarioBro
04/16/2004 05:25 PM (UTC)
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MK2KungBroken Wrote:
It sounds like you are playing on the Greatest Hits version of MKT for PSX, which is good, because they deliberately changed some things, like that Kano infinite. In the first video I think I get 7 D+LKs with Kano, 8 or 9 might be possible, but not the 22 or whatever I did for SP4, it was a different version of MKT, his kick is a little faster and they bounce a little higher.

The Rain combo is doable on the version you are using. You have to HP, walk forward, RH at the last second, and time the next HP, rinse and repeat. The problem with the roundhouse lightening thing is you can't make an inf out of it because the lightening gets disabled after 2 uses/at 3 hits, and it's blockable and not flashy enough to really be worth putting in. Sorry. It's simple enough to do though.

Matt


OK, I got an idea, after 2 uses, use the Fireball manipulate thing, then roundhouse, fireball, and whatever you can do. (Note to self, find a combo not blockable, and get the original MKT.)
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MK2KungBroken
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The Prophet - R.I.P. 1979-2006www.kombatnetwork.com
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
04/16/2004 08:30 PM (UTC)
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Yeah I totally agree that this video isn't as good as the others, but I don't remember hyping that much really. The first video got the most hype I believe.

There are some things about the PC version that are different than even the Greatest Hits version for PSX, not many things, but there are, like the floatiness and extra height off some things that allow for stuff that just shouldn't be. Overall it is the second most balanced MKT, as the revision for PSX is the best. I have MKT for PC, N64, and both PSX versions and have played them all quite a bit, so, in order of translation from the arcade, PSX GH with PC at a close second, PSX original, and N64.

Thanks for the feedback, at least we know there are people who are really watching and not just saying "cool"

SMB, any use of the lightening in the middle of a rain combo is blockable unless it's on the N64 version where there is a decent size window of time where you can get it and have it not be blockable. I just don't find Rain combos particularly impressive/damaging unless it turns into his inf which becomes tiresome. Something you're looking for would be like, Lightening, Rainball, RH, Rainball, HP, RH, uppercut.

Matt
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SuperMarioBro
04/16/2004 08:40 PM (UTC)
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^ Oh well. (Looks for combo in his UMK3 MAME)
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SuperMarioBro
04/16/2004 08:41 PM (UTC)
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Oh BTW in your first video you said Unblockable AFTER first hit, not before.
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illu§ion
04/16/2004 08:47 PM (UTC)
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Very kickass. Post this at MK Odyssey and once again it's going on my sig. Keep up the good work.
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MK2KungBroken
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The Prophet - R.I.P. 1979-2006www.kombatnetwork.com
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
04/16/2004 09:57 PM (UTC)
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Yeah I posted it in the general section at MKodyssey, unfortunately never gets much attention there.

SMB, the concept of unblockable after the first hit means, all hits are unblockable once the first hit connects, of course any hit at the start is blockable or avoidable. I just mean a usage of something that is blockable in the middle isn't something we generally go for. We have labeled all such combos that are blockable in the middle, and only put them in cause we thought they were of an interesting concept.

Matt
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SuperMarioBro
04/16/2004 11:12 PM (UTC)
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Hey I got a Reptile Combo idea, I dunno if it's blockable but...
Slow Fireball from all the way as far as you can, then you use the dash move right when the fireball is starting to move(< > Low kick), then hold run and try not to let it hit until its out, uppercut before it gets there, then he goes into air and lands on fireball, then when he flies towards you, do two high punches then when he's in air do a high flipkick. I think I got 5 hits %45 percent on that.

BTW I forgot what blockable was before my bad.

What Revision of UMK3 are you using?
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takermk
04/17/2004 03:14 AM (UTC)
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Holy crap, that video was awesome. Keep up the good work. I want to help you with the next one because I know a lot of combos.
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dreemernj
04/17/2004 03:53 AM (UTC)
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We used UMK3 rev 1.2.

If you have combos you think would be good in another, just send them over and your name will get in the credits for them. Just keep in mind that we mainly focused on combos that are unblockable after the first hit.
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takermk
04/17/2004 04:37 AM (UTC)
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dreemernj Wrote:
If you have combos you think would be good in another, just send them over and your name will get in the credits for them. Just keep in mind that we mainly focused on combos that are unblockable after the first hit.

Yeah, I know.
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White_Pointer
04/17/2004 06:48 AM (UTC)
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dreemernj Wrote:

I'm not sure if you noticed where it says "Buggy MKT for PSX." All the combos that were in that section were done on the initial release of MKT for PSX which is extremely broken, thats why they exist. If any of those combos exist in MKT for PC, then I would say its not a very together version of the game. The Greatest Hits MKT for PSX (Which is what we used for all MKT characters prior to this video, and in the section of this video entitled Greatest Hits MKT for PSX) is basically identical to the PC version of MKT. So, I believe just about anything from the previous or from the GH section of this video are doable in MKT for the PC.


Yeah I wasn't referring to the buggy MKT version, I was referring to the normal MKT combos, sorry I didn't make that clearer. I kinda disregarded the buggy MKT combos as nothing more than a gimmic.

The majority of those 2 on 2 glitches also don't exist in the PC version, because the opponent explodes as soon as the final hit connects (they don't fall down). The next character jumping into the arena also cannot be hit until they touch the ground, any attacks will just pass through them.

dreemernj Wrote:

Also, I don't think any of these combos were shown in previous combo vids.


Baraka's Blade Swipe Infinite and Classic Kano's duck-low kick infinite were both shown in previous videos, you just started them a little differently. Sure this time they were on the buggy MKT version but they were still shown on previous vids to exist in the normal PSX version.

For the record too, both those infinites don't exist in the PC version (they obviously do in the PSX because they were shown in a previous video) because you get pushed backwards away from the opponent after doing Kano's Knife Spin or Baraka's blade swipe when your opponent is in the corner, thus making those infinites impossible. For the same reason Kintaro's infinite doesn't exist on the PC, and neither does Reptile's infinite shown at the end of the SP4 video (you get knocked back when you do a high punch if your opponent is airborne in the corner). There's a bunch of others too that I can't think of off the top of my head.

White_Pointer
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dreemernj
04/17/2004 04:59 PM (UTC)
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You get pushed out of the corner when you HP someone who is in the air in the corner on PSX just like you do on the Arcade. But, that push back can be canceled by certain moves, including Reptile's dash. You should try canceling the pushback with different moves, its fun.

The same technique is used in our original Jade corner combo, along with the Robo Smoke combo when he goes invisible. Going invisible, and doing Jade's projectile protection are both special moves so as soon as you do them, it stops the pushback. This also goes for Sindel's flight cancel infinite.

Also, I think MK2KungBroken put in the different crouching LK infinites just to show that they are different as in much much easier for the Buggy MKT. I think in regular MKT they are pretty similar to the ducking kick corner infinites from MK1 which I find amusing, that they left them in there.


I'm a little confused actually. I just tried out MKTrilogy for the PC and it has the blade swipe infinite, the Kano ducking LK infinite, and stuff like that. The reptile corner dash infinite, the sindel corner infinite, they all work as well. All the ones i can think of that are in Greatest Hits PSX are in MKT for PC as well. You should try out some of the moves more, it sounds like there are a lot of nuances that you could add to your gameplay to increase your ability.
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SuperMarioBro
04/17/2004 05:18 PM (UTC)
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So, if I ask you to do the combo, I would get credit? Sweet. But really, even if it's blockable after the first hit (I don't got a clue), you had some in the last one right?
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illu§ion
04/17/2004 06:00 PM (UTC)
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How about making MKII Combos? Somebody on this board had this as their avatar:

It just shows that, it is possible to do combos on MKII.
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dreemernj
04/17/2004 06:06 PM (UTC)
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I worked on a couple of MK2 combos a while back because someone was asking about it. I just didn't enjoy doing it too much. There are so many big damage combos that come from anti-air hits that it got tiresome. I might look into it some more since I think UMK3 is pretty much done, except maybe for a couple of straggler combos.

SMB, we have had combos taht are blockable somewhere in them, but usually we stuck them in for some particular reason. If you show us whatever combo idea you have we can tell you if its something that we would put in or not. There are endless combos that are breakable in the middle, so we just liked the nicer looking ones, like the Nightwolf ones from SP4.
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SuperMarioBro
04/17/2004 06:43 PM (UTC)
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Well what about the reptile one?
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MK2KungBroken
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About Me
The Prophet - R.I.P. 1979-2006www.kombatnetwork.com
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
04/17/2004 06:57 PM (UTC)
0
The Kano crouching LK infinite is not possible to complete in the revised MKT for PSX, in the buggy version, it is. That's why it's there. Also, the Baraka blade swipe infinite is not the same in both versions. In the buggy version, it's a true infinite as the character goes up higher each time you swipe them, but in the revised version, they get lower each time, so eventually you wouldn't be able to hit them anymore. I put these in to display the dangerous differences.

SMB, we'll see about the Reptile combo if and when there is another video.

Someone I know is working on an MK2 video, it will definitely be released.

Matt
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SuperMarioBro
04/17/2004 07:18 PM (UTC)
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Oh BTW the Reptile one, do that on Scorpion, it's prolly the only one that can do that, I tried others and it failed after the uppercut. So try it on Scorpion.
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
04/17/2004 10:59 PM (UTC)
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I made that avatar for Dan! grin
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MENTHOL
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About Me
04/17/2004 11:02 PM (UTC)
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good shit guys
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SuperMarioBro
04/21/2004 04:40 AM (UTC)
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MK2KungBroken must be working on another Service pack, haven't seen him or DreemerNJ for sometime.
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MK2KungBroken
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About Me
The Prophet - R.I.P. 1979-2006www.kombatnetwork.com
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
04/21/2004 06:54 AM (UTC)
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I normally don't post in a thread for no reason, I have been regularly posting in other threads though. And no we're not working on SP5...yet.

Matt
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SuperMarioBro
04/21/2004 07:12 AM (UTC)
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My bad. I'll wait until then.
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illu§ion
04/26/2004 04:29 AM (UTC)
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Konqrr Wrote:
I made that avatar for Dan!


So it's fake?
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Konqrr
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About Me
MKII is a Glorified RPG...Turn Based Chip Damage!
04/26/2004 06:16 AM (UTC)
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fake? I capped it from the arcade and animated it...
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