Joined: 10/16/2006
Posts: 174
This is the reply sent to me by Shock: The amount of special moves performed in a combo has nothing to do with a limitation of specials in general, but the specific limitations of the moves. For instance, with Human Smoke, if someone jumps away, you do a teleport to knock them out of the air, then a harpoon, pause for a second to elapse the time limit on both moves, and HK, LP, and do another harpoon. There is a 4 hit limit total for both the harpoon and the teleport punch and this stays within that limit. You can however glitch cancel a 5th hit which has to be either a LP, HP, JP, or JK (all cancelable moves in MK) by hitting the activation button upon the frame the attack connects. This would increase the limit for these moves to 5. In order for you to make a video truly impressive, you'll need players who know them inside and out, otherwise it's going to look stale or borrowed. Remember, we've done about a dozen UMK3/MKT videos. Let me know when you have something I can check out. So let me see if I can get this straight: if you wait a certain amount of frames, you'll be able to do specials again, but you can only do four hits in a combo including the specials (and a fifth possible by glitching) before using a special again? Hmm...we'll have to find out how many frames it takes to be able to do use specials again. Another thing that concerns me is that he said there is a 4 hit limit for telepunch and spear. But does that mean strictly those two or does that account for every special? I'm sure it'll be easy to discover once you try the speedrun. All you have to do is morph into someone else and test it, no big deal. Also, I wonder if these rules account for the SNES UMK3 as well. If so, you may be able to modify it somehow. I'm guessing yes since you can do (and DID) Stryker's infinite in your other run. In between gunnings, you jump kicked AND high punched. Now, whether or not they cancelled the amount of hits and/or counted in increasing the amount of time between gunnings is unknown to me, but I think it's a possibility. Anyways, once we get a little WIP going on, he said he'd take a look at it. So maybe after some testing, try your best and do a few fights, show it to Shock and they can contribute any further input to the video.
Player (147)
Joined: 7/12/2006
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Location: Brazil
shallow wrote:
This is the reply sent to me by Shock: The amount of special moves performed in a combo has nothing to do with a limitation of specials in general, but the specific limitations of the moves. For instance, with Human Smoke, if someone jumps away, you do a teleport to knock them out of the air, then a harpoon, pause for a second to elapse the time limit on both moves, and HK, LP, and do another harpoon. There is a 4 hit limit total for both the harpoon and the teleport punch and this stays within that limit. You can however glitch cancel a 5th hit which has to be either a LP, HP, JP, or JK (all cancelable moves in MK) by hitting the activation button upon the frame the attack connects. This would increase the limit for these moves to 5. In order for you to make a video truly impressive, you'll need players who know them inside and out, otherwise it's going to look stale or borrowed. Remember, we've done about a dozen UMK3/MKT videos. Let me know when you have something I can check out.
I tried to understand this but my english is so bad... =( But...have a time limit between special moves ??
shallow wrote:
Also, I wonder if these rules account for the SNES UMK3 as well.
Yeah...If I get this trick maybe I can do a new UMK run... =)
Joined: 10/16/2006
Posts: 174
Ok, I'll try to put it as plainly as possible. Basically, for each time you use 2 specials in a combo, you have to wait a certain amount of frames before you can use another special. This is apparently because the game resets that the specials were used in the combo, but still registers it AS a combo. However, I'm unsure of the amount of frames you have to wait, but I imagine it shouldn't be too hard to figure out. Secondly, if I'm reading this right, in the human Smoke combo example, resetting the combo (to be able to use specials again) requires that you've only done a four hit combo (I'm not quite sure I understand about glitch cancelling with 5 hits, maybe someone else does?). This includes specials. So in this specific example, if the enemy jumps, you telepunch, spear, LK/HK, LP, that's four hits. Apparently, if you wait a few frames after doing a four hit combo MAX, you'll be able to use a special again. However, another thing I'm not sure of is if this counts for ALL characters and ALL specials. Again, it should be easy to test. I hope this clears it up a little bit. :/
Player (147)
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Hmmmm...I understand now...but...how much frames I need to wait?? You know?
Joined: 10/16/2006
Posts: 174
shallow wrote:
However, I'm unsure of the amount of frames you have to wait, but I imagine it shouldn't be too hard to figure out.
Sure don't. :(
Player (147)
Joined: 7/12/2006
Posts: 264
Location: Brazil
I will try later... but if you try before tell me the results...
Joined: 2/16/2005
Posts: 14
i don't know what version this is but check this video out: http://www.youtube.com/watch?v=OPqFNgriVEU
Active player (308)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
Uh... did you truly believe those combos were performed in real time?? I thought you were joking... This game is so terrible... bad graphics, bad sound and on top of it, a lame combo system...
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Experienced player (612)
Joined: 4/24/2005
Posts: 612
pirate_sephiroth wrote:
This game is so terrible... bad graphics, bad sound and on top of it, a lame combo system...
Yup, should be entertaining! Any work being done currently or is this game's run still not happening.
Joined: 10/16/2006
Posts: 174
Not me, unfortunately. I'm currently undergoing finals and will be until the end of next week. Even if I did have free time, I most certainly don't have the patience to even attempt stuff like this. And yes, I thought those vids were in real time. People can do amazing things when you know a game in and out, and I figured this was also the case.
Player (147)
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Posts: 264
Location: Brazil
This WIP show some combos...and a strange off-screen glitch...is this type of combos you want to see? this is only a test...
Joined: 10/16/2006
Posts: 174
Wow, I'm really impressed. I epsecially loved the second round. If this keeps up, this is going to be a great run. Just be sure to make your morphs wide and varied, and don't morph into the same fighter too often! Other than that, great work!
Player (147)
Joined: 7/12/2006
Posts: 264
Location: Brazil
Thanks !! =) If you have a Morph sequence idea, like start the combo with a character and finish with other...let me know ok? See ya!
Experienced player (612)
Joined: 4/24/2005
Posts: 612
That's pretty cool! I think this game has more potential than UMK3 had so maybe a run of this game should obselete your submitted run of UMK3. I'd like to help out but I really don't know anything fancy, sorry... But I do support you or anyone who decides to make a run of this game.
Joined: 2/16/2005
Posts: 14
Here are some glitches: click
Player (147)
Joined: 7/12/2006
Posts: 264
Location: Brazil
Another WIP of the testrun... Is really hard create good combos and set-up the combos of the combo videos...=\ But I will try to do my best... =)
Experienced player (612)
Joined: 4/24/2005
Posts: 612
Clearly good combos are indeed difficult to perform so take your time and come up with the best you can offer. It looking pretty good even for a test run so far so keep it up, I'm enjoying it.
Joined: 10/16/2006
Posts: 174
Impressive infinite you did there! Oh, and not to rain on the parade or anything, but um....didn't you forget to put it on Hardest mode?
Experienced player (612)
Joined: 4/24/2005
Posts: 612
It's a test run so it really doesn't matter too much what the difficulty is except when manipulating the enemy's AI, it may be slightly different or drastically different, who knows?
Player (147)
Joined: 7/12/2006
Posts: 264
Location: Brazil
When I start the real run I put on Hardest dificulty.... I think are the same manipulation...
Joined: 11/21/2006
Posts: 39
Location: Aussieland
The test run looks very promising, even though MKT stutters like mad on my crapbox of a PC. Keep at it!
"Big-endian guys drive like THIS, and little-endian guys drive like ISTH!"
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
Check out the newest MKT Combo video. There is some crazy stuff in this one. I don't think you should copy it exactly though. Try to be original and use that video as a guideline.
Working on: Command and Conquer PSX Nod Campaign
Player (147)
Joined: 7/12/2006
Posts: 264
Location: Brazil
OgreSlayeR wrote:
Check out the newest MKT Combo video. There is some crazy stuff in this one. I don't think you should copy it exactly though. Try to be original and use that video as a guideline.
Wow...new MKT Broken !!! I will watch in Youtube and wait to download at UltimateMK when release...
Active player (308)
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Well, you could always download from youtube. Low quality, but who cares?
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Joined: 10/16/2006
Posts: 174
Dark Fulgore wrote:
When I start the real run I put on Hardest dificulty.... I think are the same manipulation...
Oh ok. I thought it would be different for each difficulty. If I had known, I wouldn't have asked. That's good to know, though. And that video is very impressive. I love how there's more variability between characters; sometimes up to 3 people contributing to a single combo. Also, did you notice in the video how he waited sometimes before continuing the combo? For example, Smoke using spear, then waiting a few seconds before comboing. I mean, I've always seen it, but I never REALLY thought about it. THAT'S what Shock meant by waiting a certain amount of frames until you continue comboing so you can use combos again. I'm still disappointed that you can't morph while fireball juggling. :/