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totalmortalkombat.com Forum Index -> Mortal Kombat Classics Discussion
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 UMK3 Kombo Video Service Pack 3 (New!) View previous topic :: View next topic  
 
 
 
 
EWAShock
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Post Posted: Sun Feb 08, 2004 10:37 am   
Post subject: UMK3 Kombo Video Service Pack 3 (New!)
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Hey everyone, I'm new here, but completely a veteran when it comes to MK, I just want to let everyone know that the latest installment of UMK3 videos is out and ready to be viewed. It's UMK3SP3, very creative overall, lots of variety, over 40 combos, including a few boss combos, all done by myself (Shock) and DreemerNJ, with some suggestions from The Prophet, Lex, Konqrr, and Ninja Grinder, all heavy UMK3 players, from shoryuken.com.

Enjoy.

http://www.darktemplarz.com/combovideos

Matt

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Post Posted: Sun Feb 08, 2004 5:41 pm   
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I gotta say, some of them combos are very impressive, some I couldnt even pull off, those are some kool videos man.


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ninjagrinder
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Post Posted: Sun Feb 08, 2004 10:55 pm   
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Cool yeah, those vids are quite amazing, let me say. matt has gone way too far this time, adding bosses kombos and let's not forget the against-jade things, which r completely creative and innovative.
good work guys!

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EWAShock
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Post Posted: Mon Feb 09, 2004 2:40 am   
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DreemerNJ and myself have worked at getting these combos for a while now, we fiddled around with MKT a few years ago and planned on making a combo video then, but our method of recording them was unavailable, so we put it on the back burner. We had seen SicDic's N64 combo videos and thought "We can do so much better and use the real deal." and so we did lol.

Matt

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CampKill
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Post Posted: Tue Mar 23, 2004 2:38 am   
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awesome skills guys, and as a 10 year veteran, i am impressed. i just got a couple questions, how did the run meter not limit your combos, as most of them went a whole round of just hitting, where as ususally it will just stop when the meter fills? and on most parts, it looks like the one button (auto) combo feature is enabled, as can be seen when a player jumps up and starts the combo off with a jump to high kick. Thats how i used to do combos all the time, and i was just wondering if thats how you guys managed to get it all. Also, how in the hell did you have enough patience to hone your skills so fucking much that you can do all that shit and still manage to keep going all in one succesive combo without breaking once, or even lagging a single (important!) second? I know these combos are possible since ive done them all millions of times, but i just dont see how the fuck you did it. Are they really all %100 unblockable as you state? Theres got to be some way around it, all though i dont think so sice player one is so merciless in his combo skills its ridiculous, as it may seem i challenge you to mortal kombat sometime VIA Emulation if you get the chance, not saying your fakes, but i want to experience it first hand before declaring you the best.roCK.


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Post Posted: Tue Mar 23, 2004 3:17 am   
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Thanks for the feedback campkill, we love getting legit questions about the combo videos, I'll answer your questions one at a time, and DreemerNJ will probably answer as well.


********
how did the run meter not limit your combos, as most of them went a whole round of just hitting, where as ususally it will just stop when the meter fills?
********
The run meter is only there to prevent someone from running in after a combo, or anti air HP. This was done so that the rush down pressure could be reduced somewhat, and it has nothing to do with combos really. You can make the most out of the run bar as possible, like we did.


********
it looks like the one button (auto) combo feature is enabled
********
All combos were done manually by hand on the keyboard, no codes of any kind, except health codes to allow us to practice the harder ones over and over in succession, and still get a damage read out, on several combos you will actually see the life bar moving up as the first hits of the combos happen.


********
Also, how in the hell did you have enough patience to hone your skills so fucking much that you can do all that shit and still manage to keep going all in one succesive combo without breaking once, or even lagging a single (important!) second?
********
This is a very good question, again it has to do with being able to repeatedly practice each combo, and record while doing them. In a lot of situations, the combos in the videos as you see them were the only time we ever got them to work. There is a lot of neutral state avoiding when it comes to landing and punching the instant you touch the ground, or roundhouse, or like with Reptiles dashing back and forth and punching (DreemerNJ can explain that), just so much crucial timing. 99% of this stuff is pretty much impossible to get in casual gameplay.


********
Are they really all %100 unblockable as you state?
********
All the combos in umk3.wmv and umk3sp1 are 100% unblockable if done presicely right, there might have been a few here and there that in the instance they were recorded, were blockable, but they don't have to be blockable if done right. Everything is tested, there were a bunch that we got originally that we didn't put in the first couple cause they were blockable, but it took some testing to make sure we weren't missing by like a frame or something. I started adding the blockable ones cause we were running out of content pretty much, the Jax combo at the end of sp2 has a break in it, but it's not just like, adding a blockable sweep to the end of a combo that computer can't block. In Sp3, there are 4 otg (off the ground) combos, that are blockable, but they are still pretty neat.


********
player one is so merciless in his combo skills its ridiculous
********
We actually split the combo findings amongst eachother, and were only in eachother's presence for a handful of the actual recorded combos, usually what happens is DreemerNJ sends a MAME replay to me, and I record it on my computer since I can grab stuff directly off the screen because I have a fast computer. He performed a lot of the truly devastating combos, like both Sindel combos in umk3.wmv, the Reptile dashing and punching combo, and the Sindel combo in sp1, the Shang Tsung infinite in sp3 plus a bunch of others.


********
i challenge you to mortal kombat sometime VIA Emulation if you get the chance
********
I accept your challenge.

Shock

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Post Posted: Tue Mar 23, 2004 4:27 am   
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CampKill wrote:
awesome skills guys, and as a 10 year veteran, i am impressed. i just got a couple questions, how did the run meter not limit your combos, as most of them went a whole round of just hitting, where as ususally it will just stop when the meter fills? and on most parts, it looks like the one button (auto) combo feature is enabled, as can be seen when a player jumps up and starts the combo off with a jump to high kick. Thats how i used to do combos all the time, and i was just wondering if thats how you guys managed to get it all. Also, how in the hell did you have enough patience to hone your skills so fucking much that you can do all that shit and still manage to keep going all in one succesive combo without breaking once, or even lagging a single (important!) second? I know these combos are possible since ive done them all millions of times, but i just dont see how the fuck you did it. Are they really all %100 unblockable as you state? Theres got to be some way around it, all though i dont think so sice player one is so merciless in his combo skills its ridiculous, as it may seem i challenge you to mortal kombat sometime VIA Emulation if you get the chance, not saying your fakes, but i want to experience it first hand before declaring you the best.roCK.


Wow, thanks for the great questions. Usually noobs see these and just say "cool" without knowing what they are looking at.

Shock pretty much got everything. The one place I'll add is the honing of skills. When you see the Reptile dash combo especially, there are certain techniques you have to know. Mainly, once you get to combos like these you can't spam buttons to get the response you want. With the Reptile dash combo, if after you dash you just hit HP as fast as you can to get the aa HP HP out you won't get it. Hitting it really fast does not ensure it will come out quickly. Instead, either wait for the exact frame to hit it or tap the button with a rhythm. The tapping with a rhythm takes practice because you have to have the right rhythm for the combo, but its really the best way. That way, after something like a reptile dash, Reptile will turn and instantly HP. If you were to do it just by hitting HP really fast, he would turn and hesitate before the HP and you miss it. I think this is an interesting measure in the game to keep the difficulty high for a lot of these combos.

For other difficult ones, like the Sindel corner infinite, its really just like Shock said, a lot of practice. It helps doing it on the keyboard for me because I already type extremely fast and doing the combos is just like spelling out a word. Sindel's infinite has a definate beat to it that you just have to get used to to pull off. The same goes for some of the stuff that will be on the next Service Pack (Yes we found more cool stuff). So watch for that.

Keep the good questions coming.

Holla back youngins

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