Mortal Kombat II - 3do Homebrew Port (Infinite combos examples)

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This is made solely to inform that they are present. These are performed by just doing an special move to "cancel" an uppercut. Which is not possible on the arcade.

Actually you can cancel any move into special attacks, while on the arcade ONLY Low and High Punches are cancelable and Jumping Kicks when doing them close to the ground

My friend at ‪@3dohd‬ I tip my hat off to you for this IMPRESSIVE work, you did something that even PSX and Saturn couldnt achieve: Graphical and Sound parity with the arcade.

Sure, people can nitpick, BUT you are doing this all by yourself, without SRC and by eye. Impressive.

In fact, MYSELF was one that suggested the SRC, at first, but now I have to shut my mouth off due to this awesome project and how its shaping!

If you need me to test some and send you feedback, please do so. Count me in!

Quick rundown on what needs to be addressed (AKA glitch feedback):

Aside from the uppercut and moves that arent punches, they should NOT be cancellable.

LIMIT juggle combos to 4 hits (like the arcade) so if the game tracks down when the opponent is being juggled, to have an internal counter of hits, and in the 4th juggle, activate either PUSHBACK or KNOCDOWN (when airborne)

Enable longer cooldowns on specials like Kitana Fan Throws

Enable Special hit LIMITER after X number of hits to avoid infinites. Kitana Fan Lift, Sub Zero Ice Ball come to mind. Both of those have a hit limiter of 1 on arcade. If a previous hits exists on a combo, the special CNAT be performed.

You CANT hold up and keep jumping while walking back or foward, you have to release up and press again.

Roundhouse kicks, when blocked, trigger an animation that BREAKS the block for the opponent, allowing the attacker to continue offense onto unblockable moves or specials.

This same animation is present on Close High and Low Punches, High and Low Kicks ON HIT and let you do crazy stuff, like 3 punches followed by a kick then a fast special. Its fun not gonna lie!

When blocking jumping attacks, the attacker is "frozen" for a bit in the air and the defender can punish him with any move for free before he can touch the ground.

Scorpion Teleport somehows "blocks" itself after a 2nd try and cant be performed again until the next fight.

Liu Kang should NOT be able to perform the Fly Kick special in the air

Moves like Mileenas Roll, Raiden Superman, Liu Fly Kick and Bike Kick, all when NOT connecting to the opponent, "bounce" to the corner of the screen. Funnier, you can ATTACK on their recoil animations and even throw some special moves.

Pushback in the corner should be HIGHER*/FARTHER from the corner after any juggle move.

Jumping kicks should recover a bit faster (landing frames) to allow easier combos with special moves.

Roundhouse kicks should not send the opponent far when they are used vs an airborne opponent.

Scorpion Teleport on hit should "pop up" just a little bit the opponent when catchin airborne, to allow for Spear special follow up.

Again, THANKS for this awesome job, keep at it!




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