Nuevo Mortal Kombat

Shingo

Usuario de Frog
Jul 11, 2007
20,358
941
Frogoids
0.3
la raja rain ctm
parece q el fatal 1 es mas creativo q los tipicos desmembramientos con algo filoso
 

_Cucarro_

y magallanes?
Dic 31, 2005
22,277
560
Frogoids
0.0
el ultimo que habia jugado fue el mk4 y como 5 min del shaolin monks

pero hay unos cuantos mas

Q.K.RRO :up:
 

Worm*

Jugoso
Sep 1, 2005
19,007
6
Frogoids
0.0
"V 138S-228 (Xbox 360) / V 138S-228 (PS3) [update version 1.02] *released 06/10/2011



General Gameplay Fixes/Tweaks
• Changes to ranked and unranked auto matchmaking to help reduce the amount of time it takes to find a match and to more reliably match players of similar skill
• Tweaked in game peer to peer data transmissions for smoother gameplay.
• Opponent would sometimes play air reactions instead of ground reactions if attacker performed a combo initiated from a jump in punch that was blocked.
• Adjusted a few knocked down reactions that were missing knocked down states in them resulted in OTG windows.
• Fixed instances where some fighter’s Combo Breakers could be punished with wake up attacks if performed near the corner.
• Fixed some near 100% damage combos involving some Tag Assists
• Gravity adjustments on some air reactions to reduce the amount of unintended repeated hits in the corner for some fighters.
• Adjusted damage scaling for several reactions to reduce some fighter’s ability to land very large damage off of meterless combos.
• Added a tweakable switch to turn on the ability to throw escape when thrown while blocking (this is currently still set to off!)
• Fixed a bug where tagged in partners would sometimes come in from the wrong side of the play field.
• Fixed issue where some fighters could move after defeating an opponent in the first round after an X-Ray.
• Fixed an issue where sometimes the secret ladder fight characters would show up as the wrong color.
• All turnaround attacks now chain into their correct combos.
• Cleaned up some tag-ins and assists that were coming from the wrong side of the playfield.

Baraka
• Adjusted the air reaction to the chop chop blades to allow for juggle opportunities afterwards

Cyber Sub-Zero
• Tightened the input window for his mid bomb.
• Added a tweakable switch to turn on the ability for his bombs to freeze opponents in reacting states (this is currently still set to off!)
• Fixed an exploit where Cyber could remain in active parry state after a successful parry

Cyrax
• Added additional 2-in-1 options to some of Cyrax’s strings
• Cyrax’s Away+FP Command Grab has had its escape frame window widened to match the escape window of other throws
• Adjusted some reactions that resulted in completely unavoidable bomb popup scenarios
• Reduced the time after Cyrax has hit an opponent with a net before he can shoot another one
• Cyrax’s enhanced upkick no longer auto-faces during its attack
• Fixed an infinite loop involving Cyrax’s Net

Ermac
• Ermac can no longer true combo 2-in-1 from the last hit of the BP, BP string
• Ermac’s enhanced fireball now correctly costs meter when done from a 2-in-1
• Increased the damage scaling on a lifted opponent
• Fixed a bug where Ermac would occasionally shoot out an invisible fireball
• Slightly increased the recovery frames on a blocked or missed force push

Jade
• Added a few frames of armor to the beginning of her Enhanced shadow kick
• Added a few frames of armor to the beginning of her Enhanced staff overhead
• Fixed a case where sometimes when defeating the first opponent in a tag match with Jade’s throw the incoming partner could land a free hit

Jax
• Added a few frames of armor to the beginning of the Enhanced Dash Punch
• Lowered the amount of meter gained for doing ground pounds
• Jax can now dash cancel out of any of his ground pounds
• The enhanced dash punch is slightly faster and goes farther
• The promove 6th slam of the quad-slam does 1% addition damage now!
• Jax’s X-Ray attack has super armor on it until the collision is over

Johnny Cage
• Added a few frames of armor to the beginning of the Enhanced Shadow Kick
• Fixed an exploit where Cage could remain in active parry state after a successful X-Ray

Kabal
• Removed a block infinite resulting from repeated blocked Down+FK’s into Cancelled Dash’s
• Removed a block infinite resulting from repeated blocked Back+BK, FP’s into Cancelled Dash’s
• Kabal’s air fireballs hitting a wall no longer add damage scaling to a stationary opponent
• Fixed a bug where repeated Kabal air fireballs would sometimes be invisible

Kano
• Kano’s alternate costume should now correctly play his Victory cinema
• Kano’s alternate baby should now show up in his Babality correctly
• Kano can now jump in punch chain into his Towards+FP combos
• Kano’s enhanced choke grab now requires the correct buttons when done as a wakeup attack
• Added a few frames of armor to the beginning of the Enhanced Kano Ball (he loses the armor if he charges the ball)
• Kano’s X-Ray attack has super armor on it until the collision is over
• Fixed a case where sometimes when defeating the first opponent in a tag match with Kano’s throw the incoming partner could land a free hit

Kitana
• Increased the damage scaling applied after Kitana’s Enhanced Fan cancel opportunities

Kung Lao
• Gameplay adjustments to the Spin to make it not quite so dominant in exchanges
• Kung Lao’s Spin is now slightly easier to punish on block
• Reduced number of Dive Kicks that can be performed in a single juggle combo
• Player can now block while being staggered by his enhanced hat toss
• Kung Lao no longer has advantage on a blocked overhead punch from his teleport
• Fixed a bug where Kung Lao could retain his armor from an enhanced teleport

Liu Kang
• Fixed instances of being able to OTG from Liu Kang’s X-Ray, forcing the opponent into a standing reaction
• The first hit of Liu Kang’s FP, FP, FP string will more reliably hit from a cross up jump in punch if Liu Kang is in flip stance
• Fixed it so you do not get stuck in his Dragon Stance if you hit the flip stance button during it
• Added a few frames of armor to the beginning of the Enhanced Bicycle Kick
• Added a few frames of armor to the beginning of the Enhanced Flying Kick
• The Bicycle Kick now does the correct amount of damage and hits no meter which hit of the attack frames hit
• Fixed a case where sometimes when defeating the first opponent in a tag match with Liu Kang’s throw the incoming partner could land a free hit
• Fixed an exploit where Liu Kang could remain in active parry state after a successful parry

Nightwolf
• Added a few frames of armor to the beginning of the Enhanced Shoulder
• Added a few frames of armor to the beginning of the Enhanced choke grab
• Nightwolf’s Axe uppercut effect and collision now always goes in the correct direction if the opponent gets on the other side of him after he has started it
• Nightwolf is no longer punished for throwing certain characters

Mileena
• Fixed Mileena’s uppercut recovery when she remains ducking after landing it
• Fixed case where sometimes when defeating the first opponent in a tag match with Mileena’s throw the incoming partner could land a free hit

Noob
• Fixed instances where Noob’s Breaker could cause damage
• Noob can now 2-in-1 into all 3 versions of the Blackhole
• Noob recovers slightly faster after throwing the blackhole
• Fixed a camera glitch after a successful teleport grab
• Fixed a case where sometimes when defeating the first opponent in a tag match with Noob’s throw the incoming partner could land a free hit

Quan Chi
• Fixed an exploit allowing Quan Chi’s Trance and Buff special attacks while the opponent was tranced
• Slightly reduced Quan Chi’s advantage after sky drop hit
• Quan Chi recovers faster after a successful Trance
• Fixed an infinite loop involving Quan Chi’s Trance

Raiden
• Adjusted the blocked Superman ball off reaction to allow for easier punishment
• Away+FK, FP, BP is no longer advantage on block
• FK, FK, BK’s recovery when blocked is slightly adjusted
• Raiden’s has slightly less advantage after doing his Towards+FK, 2-in-1 into a teleport
• Slightly increased the recovery on a missed Raiden air superman fly
• The active frames on Raiden’s superman fly start slightly later

Reptile
• Fixed a rare facing issue that would sometimes cause Reptile’s X-Ray to attack in the wrong direction
• Fixed an issue with the collision on Reptile’s X-Ray that will fix some inconstancies with it landing in specific instances

Scorpion
• Scorpion can no longer be punished by breaking an opponent’s combo near a wall
• Fixed that sometimes when defeating the first opponent in a tag match with Scorpion’s throw resulted in a free hit for the incoming tag partner

Sektor
• Fixed a facing issue with Sektor’s Up+FK attack that should allow it to land more reliably during kombat
• Sektor can no longer be punished by breaking an opponent’s combo near a wall

Shang Tsung
• Fixed an issue where Shang Tsung’s turnaround FK would perform a punch instead of the intended kick
• Fixed an issue where Shang Tsung’s Upward Fireball would track an opponent that had jumped over him well after the windup on the attack had begun
• Shang Tsung can no longer be punished by breaking an opponent’s combo near a wall

Sindel
• Sindel can now 2-in-1 into her specials from her FK and her Towards+FK
• Fixed an infinite loop involving Sindel’s Scream

Sheeva
• Added a few frames of armor to the beginning of the Enhanced grab n punch
• Added a few frames of armor to the beginning of the Enhanced air grab
• Added a few frames of armor to the beginning of the Enhanced fireball
• Sheeva’s X-Ray now works against opponents with armor on
• Sheeva has a new Towards+FK, Away+FP combo

Smoke
• Closed the small window that allowed for a free Smoke Bomb after a successful air throw
• Fixed an issue with Smoke’s Throw Escape that allowed it to be punished if successful in some instances
• Reduced the damage scaling after a Smoke Bomb popup
• Smoke’s enhanced Smoke Bomb can now hit grounded opponents (doesn’t popup) for unscaled damage.
• Smoke recovers slightly faster after a missed air teleport
• Fixed an exploit where Smoke could remain in active parry state after a successful parry

Sonya
• Reverted some of Sonya’s temporary fighting style adjustments
• Fixed it so you do not get stuck in her Soldier Stance if you hit the flip stance button during it
• Sonya can no longer be punished by some characters for landing her X-Ray near a corner
• Increased the armor time on her Arch Kick and Cartwheel

Stryker
• Stryker can no longer be punished by some characters for landing his X-Ray near a corner

Sub-Zero
• Fixed a window where an opponent frozen near the ground could get stuck and wouldn’t recover from the reaction
• Sub-Zero can no longer be punished by breaking an opponent’s combo near a wall
• Fixed that sometimes when defeating the first opponent in a tag match with Sub-Zero’s throw resulted in a free hit for the incoming tag partner





V 138S-228-CA8BD927 (Xbox 360) / V 138S-228-0B72802D (PS3) *released 6/21/2011

• Slightly increased the startup on Kano’s up ball. (2 frames)
• Slightly increased the recovery frames on a blocked/missed Kano up ball. (6 frames)
• Slightly increased the recovery frames on Kano’s knive Toss (2 frames)
• Removed a loop-able combo with Kung Lao’s teleport.
• Improved Quan Chi’s Ground Burst startup and recovery to be more useful in regular gameplay.





V 140S-230 (PS3 only) *released 7/07/2011

• Addresses online desync issues related to classic costume dlc packs.

For Xbox 360:
In order to fix the desynchronization errors on the Xbox 360, you must manually re-download the Klassic Kostume DLC files from the Xbox Live Marketplace. Re-downloading the Klassic Skins Pack will not fix the problem. You must re-download the original pre-order skin(s). Instructions for re-downloading:

1. Hit the guide button (XBox Logo button on controller)
2. Go to the right to the tab labelled “Settings”
3. Select “Account Management”
4. Select “Download History”
5. Select the pre-order DLC you wish to re-download.
6. Choose “download again”
mas patches
 

McKane

en un torbellino de emociones hdps!
Abr 14, 2005
82,377
10,171
Frogoids
0.0
Shingo dijo:
ya tengo rain, buen personaje, de combos cortos y poderes combinables :up:

el primer fatal es entrete, el 2do ta muy generico
como es el segundo? como se hace?
 

Shingo

Usuario de Frog
Jul 11, 2007
20,358
941
Frogoids
0.3
McKane dijo:
como es el segundo? como se hace?

FATALITY 1: Atras, adelante, Abajo, Atras mas R2 a un salto del oponente
FATALITY 2:Arriba, Abajo, Atras, Adelante mas Triangulo aun salto del oponente
STAGE FATALITY: Adelante, Abajo, Adelante mas Circulo pegado al oponente
BABALITY: Atras, Abajo, Adelante mas Cuadrado



el 2do le corta las piernas con presion de agua y depsues con una espada de agua, le corta la cabeza