Midway Arcade Treasures 2 - MK3 prob.
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posted11/16/2005 01:57 PM (UTC)by
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Resident0
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Member Since
11/24/2004 12:39 AM (UTC)
Theres a bug in MK3 on MAT2 that makes Motaro almost impossible to beat, they have cut a frame out of Motaro stumbling backward upon being struck hard, so therefore he can just cut straight into a throw or attack instantly after being attacked, therefore no matter what you do to him you aren't safe from his attacks.

This makes the fight almost impossible to win because as soon as you hit him it can be instantly countered time and time again regardless of how long a combo or how powerful an attack is.

Way to go MIDWAY, managing to cripple one of your best arcade games! grin
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LinkSkywalker
11/14/2005 03:30 PM (UTC)
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Yeah,I noticed that too. The only way I could beat him was with Sheeva's Teleport Jump.(I kept doing it over and over again)
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dreemernj
11/14/2005 06:33 PM (UTC)
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So after uppercuts, jump kicks and big last hits to combos he recovers instantly?
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jtaylo
11/14/2005 06:51 PM (UTC)
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I don't see what you are describing. I played the mat2 version and the mk3 2.1 version. I see no difference in Motaro's recovery time. Hit him out of the air, and you have time to run up and get a free hit because his back legs give out, he shakes his head, and then stands back up. Do an uppercut or a combo, and he staggers backwards. Looks the same to me in both versions. Mat2 is too fast overall though, so it's hard to react to the computer. The real mk3 is a bit slower, which I think is better for being able to react. I used the very hard setting on the master tower, and he was the same difficulty on both versions to me.
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Resident0
11/15/2005 12:42 AM (UTC)
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Im sure theres definately a few frames missing or something.

What im getting at is that if you walk up to him and hit him, he can INSTANTLY hit you back or throw you, there's no punch impact frame, so you can't use jabs to keep him at distance which you could do in the arcade.
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dreemernj
11/15/2005 03:40 AM (UTC)
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That sounds exactly like the arcade. He had like 3 optional frames if you get jabs on him, and he could always immediately attack you. Same with standing LKs and HKs. Basically everything except uppercut, jump kick, and the final big hit of a combo he could recover from instantly and attack you.
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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.
11/15/2005 11:07 AM (UTC)
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It would have taken *effort* to eliminate frames, something as it seems, anyone who has to do with Midway, or companies who work with Midway, seem to frown upon. All the frames are there, I've played it, it's the way it should be, just with crappy sound quality, emulation glitches, flickering shadows, and not being UMK3.
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jtaylo
11/15/2005 04:09 PM (UTC)
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rofl. agreed. Midway? put care and effort before profit? grin
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UReiko
11/15/2005 04:38 PM (UTC)
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jtaylo Wrote:
Put care and effort before profit? grin


Haha! That stopped after MK2, dude.
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robs727
11/16/2005 08:48 AM (UTC)
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MK2KungBroken Wrote:
and not being UMK3.


LOL
MK2 and MK3 have frameskip at least on PS2, i would say its about 1 or 2.
Play MK2 or 3 on MAME with the option "frameskip 1/2" and you have exactly the same gameplayshit.

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dreemernj
11/16/2005 01:57 PM (UTC)
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MKT for PSX was the last time they tried. Its really sad.
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