PSX - MKT vs Greatest Hits MKT
2D Kombat Klassics
Pages: 1
PSX - MKT vs Greatest Hits MKT
0
posted12/06/2004 06:32 AM (UTC)by

Hi, I have this MKT:
On this board everyone who knows about these things says get this MK Trilogy:
It would be great if someone could post the specific differences, as to why the GH one is soooo much better, and if I should defintely get the GH version if I ever see it - even though I have the one in the 1st pic....
Thanks

On this board everyone who knows about these things says get this MK Trilogy:

It would be great if someone could post the specific differences, as to why the GH one is soooo much better, and if I should defintely get the GH version if I ever see it - even though I have the one in the 1st pic....
Thanks


About Me
AIM BustaUppa if you're up for some Kaillera (after 6 PM Eastern... can't slack off THAT much while I'm at work)
0
I am in exactly the same boat as you. I have decided that I am going to go ahead and buy the GH version. Basically I just need to have the most arcade-faithful version of MKT out there. It keeps bugging me in the back of my head when I realize that there's a better version out there.
MK2KungBroken or Dreemer could explain the differences much better than I, but one of the main differences is the "gravity" in the game. The original version has decreased gravity, which means everyone gets knocked too high during juggles. Before I never noticed it... but after playing LOTS of UMK3 lately and then popping in my MKT again, I could tell the difference right away. So the GH version fixed that and increased the gravity back to what it was in the arcade.
Plus there are other fixes here and there. I'm sure MK2KungBroken will chime in with a more fleshed-out list of the differences.
MK2KungBroken or Dreemer could explain the differences much better than I, but one of the main differences is the "gravity" in the game. The original version has decreased gravity, which means everyone gets knocked too high during juggles. Before I never noticed it... but after playing LOTS of UMK3 lately and then popping in my MKT again, I could tell the difference right away. So the GH version fixed that and increased the gravity back to what it was in the arcade.
Plus there are other fixes here and there. I'm sure MK2KungBroken will chime in with a more fleshed-out list of the differences.


About Me
- 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.
0
The greatest hits version generally has a tighter system. The gravity is way more accurate, I'd say 99% accurate to UMK3 arcade. It's still faster but there's not much they could do about that. Also, there was a Noob Saibot easy infinite they removed, and they added some recovery to MK1 Kano and MK1 Raiden's ducking LKs, it is still possible to inf with Raidens, can get up to 8 or so with Kano, but in the original version, anytime you got his blade spin near the corner, the match was over. There were other infinites/super high damage combos that were available as well due to the lower gravity.
Jumping in general is off the chart stupid high. Also, because of the lower gravity, Rain actually cannot perform the infinite he acquired by placing the normal gravity, Shao Kahn can do infinite grabs in the corner with the lower gravity version. When I talk about gravity, I mean how high and how long they float for off juggles.
You can anti air roundhouse with Kabal and get a spin before they hit the ground, resulting in potentially 69%, and also anti air roundhouse with Scorpion or Smoke and harpoon before they hit the ground, in all instances this means anywhere on screen, not in the corner, which is possible on UMK3 arcade and fixed MKT. It's also very easy to get nearly infinite axe uppercuts with Nightwolf.
It is also insanely easy to get extra juggling hits after combos. Examples of UMK3 and revised MKT impossible combos: Scorpion, HK, HP, HP, up+LP, harpoon, HP,HP, HK, B+HK, standing HK (makes them juggle not standing sell) 10 hits 50%. Alo, Jax can do inifnite HP, dash punch in the corner.
You can easily get 2 standing HKs way before someone touches the ground after a corner pop up juggle, and sometimes a third standing LK. There are many other little inaccurate things about it.
I know some people might think bigger, flashier combos are better but it's not how the game was intended to be played. It's just another example of the lack of testing that goes on with Midway. Also, there are numerous glitches that are fixed I have heard, what glitches these are, I don't know, because Baraka's corner spin freeze glitch has been present in every version of PSX MKT I've ever played, and that's 3 versions.
Matt
Jumping in general is off the chart stupid high. Also, because of the lower gravity, Rain actually cannot perform the infinite he acquired by placing the normal gravity, Shao Kahn can do infinite grabs in the corner with the lower gravity version. When I talk about gravity, I mean how high and how long they float for off juggles.
You can anti air roundhouse with Kabal and get a spin before they hit the ground, resulting in potentially 69%, and also anti air roundhouse with Scorpion or Smoke and harpoon before they hit the ground, in all instances this means anywhere on screen, not in the corner, which is possible on UMK3 arcade and fixed MKT. It's also very easy to get nearly infinite axe uppercuts with Nightwolf.
It is also insanely easy to get extra juggling hits after combos. Examples of UMK3 and revised MKT impossible combos: Scorpion, HK, HP, HP, up+LP, harpoon, HP,HP, HK, B+HK, standing HK (makes them juggle not standing sell) 10 hits 50%. Alo, Jax can do inifnite HP, dash punch in the corner.
You can easily get 2 standing HKs way before someone touches the ground after a corner pop up juggle, and sometimes a third standing LK. There are many other little inaccurate things about it.
I know some people might think bigger, flashier combos are better but it's not how the game was intended to be played. It's just another example of the lack of testing that goes on with Midway. Also, there are numerous glitches that are fixed I have heard, what glitches these are, I don't know, because Baraka's corner spin freeze glitch has been present in every version of PSX MKT I've ever played, and that's 3 versions.
Matt

0
Awesome, thanks for the detailed replies guys. They answered everything I wanted to know, great help as usual
This thread can now be closed...
This thread can now be closed...
As said, there were some glitches which were fixed. Off the top of my head, I remember these:
Shao Kahn would occasionally start jumping infinitely once you taunted with him
Music track would change to "the Subway" once Goro or Kintaro hit you with a fireball
Shang Tsung's fireballs would become glitchy in the next round if he won the first while morphed
Completely random game freezes (CD ERROR)
To my knowledge, these were all fixed for Greatest Hits.
Shao Kahn would occasionally start jumping infinitely once you taunted with him
Music track would change to "the Subway" once Goro or Kintaro hit you with a fireball
Shang Tsung's fireballs would become glitchy in the next round if he won the first while morphed
Completely random game freezes (CD ERROR)
To my knowledge, these were all fixed for Greatest Hits.

0
Shadaloo Wrote:
As said, there were some glitches which were fixed. Off the top of my head, I remember these:
Shao Kahn would occasionally start jumping infinitely once you taunted with him
Music track would change to "the Subway" once Goro or Kintaro hit you with a fireball
Shang Tsung's fireballs would become glitchy in the next round if he won the first while morphed
Completely random game freezes (CD ERROR)
To my knowledge, these were all fixed for Greatest Hits.
As said, there were some glitches which were fixed. Off the top of my head, I remember these:
Shao Kahn would occasionally start jumping infinitely once you taunted with him
Music track would change to "the Subway" once Goro or Kintaro hit you with a fireball
Shang Tsung's fireballs would become glitchy in the next round if he won the first while morphed
Completely random game freezes (CD ERROR)
To my knowledge, these were all fixed for Greatest Hits.
Well I recognize 1 of those errors (Goro and Kintaro's fireball music changer) but I hadn't experienced the others, then again, I don't use Shang or Kahn much...
But that's cool those things are there, I will have a look for them now
---
What Shad wrote reminded me; In my regular version when u pick Goro, you don't hear his name (like Kabal in MAT2's MK3) Was that fixed in the GH version?
Also, I think it's possible to get stuck in a loop of arenas with an uppercut (I think it was the Soul Chamber that starts it) and I was wondering if that was fixed as well?


About Me
- 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.
0
Goro simply doesn't have a sound for his name, I think they paid respect to the fact that he didn't have one in MK1.
The arena set up is different than MK3, and UMK3, and you can do stage select to start it out anyway so no.
Matt
The arena set up is different than MK3, and UMK3, and you can do stage select to start it out anyway so no.
Matt


About Me
<------- A TRUE SAIYA-JIN RIGHT THERE
0
goro never had his name announced. if u notice the mk2 characters got their names announced mk2 style. since the same guy announced for mk2 through trilogy they recycled alot of mk2 announcer sounds, except for a few. (shao kahn comes to mind). and when the mk3 characters win u hear their mk2 name announced, not mk3.
I think that you redid like four or five stages if you knocked someone up into a different level via an uppercut; I seem to remember it happening in the Soul chamber stage a lot. Not sure if it was fixed for GH though.


About Me
- 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.
0
Yeah for whatever reason they brought that back in MKT, even though it was fixed in UMK3. It's very strange, and it was never fixed, on PSX at least.
Matt
Matt

0
I remembered another glitch possible in my MKT. On the Pit 1 stage, you can uppercut an opponent onto the spikes to finish off a final round BEFORE "Finish Him" is heard. If the opponent jumps towards you, and they have low health, you can uppercut them straight onto the spikes early if that is the hit that finishes them off...
Then when u see the body impaled, there is a weird blue uneven line underneath the spikes...
Well, just wondering if that was still possible in the GH version? - cus it's cool
(First time I ever did it, my next opponent was Reptile - of course at The Pit Bottom...
)
Then when u see the body impaled, there is a weird blue uneven line underneath the spikes...
Well, just wondering if that was still possible in the GH version? - cus it's cool
(First time I ever did it, my next opponent was Reptile - of course at The Pit Bottom...


About Me
- 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.
0
I think that's still possible because it's just the screen not lining up right since they started higher in the air then the game expected.
Matt
Matt

0
MK2KungBroken Wrote:
I think that's still possible because it's just the screen not lining up right since they started higher in the air then the game expected.
Matt
I think that's still possible because it's just the screen not lining up right since they started higher in the air then the game expected.
Matt
Cool, if I think of anything else, I will post it
Pages: 1
© 1998-2025 Shadow Knight Media, LLC. All rights reserved. Mortal Kombat, the dragon logo and all character names are trademarks and copyright of Warner Bros. Entertainment Inc.