Shock, Konqrr and I tried to get the full inf for MK2:Some Kind Of Monster vid, which can be seen at 7:07 min and couldnt get it, but here is the complete clip of that neat inf, hope mk2 fans will like it:
Do you think that we´re idiots? showing us hacked combos? xD
nice work puted_ what about using kicks in the air? btw, i use the UMK3 inf (run/jab) in MKII canceling the LP with BL and it work, if you can try to do it (maybe you´re on it xD)
Like in UMK3, Kung Lao can do spin, jp, wiff dive, spin, jp, wiff dive, spin, jp, wiff dive, spin. Or after the third spin, you can do a hat throw for 100%. Due to the damage level of the spin in II and no damage protection, it should only need no more than 4 spins in the same combo. So far it works on the bigger frame characters, Jax and Raiden. And they have to jump into the first spin. It IS possible, just really difficult due to how the spin command buttons work in MKII.
After the third spin, it requires a little more tricky timing to get the JP, wiff dive to get the 4th spin to connect, not to mention keeping consistent spacing. I get to that point but goof up and do a SUJK. It helps to start on one side of the screen and try to get to the other.
BTW what is the video elapse point where Shock does one like this?
There could be a way for it to work in the arcade.
1- Characters can be popped really high if done right. In SKOM there is a Kung Lao spin that pops up Jax above the screen. I think it was around the 5:10 mark.
2- If Kung Lao catches the person just slightly behind his spin frame from a jump in, it will pop the opponet up high and not too far away.
3- There is a small window of time where you can get a slight walk-in before attempting the JP, wiff dive.
4- When in the air, the JP should be done at its highest point, with the wiff dive immedatly following. If done to full extent, Kung Lao will do his dive kick with maximum range allowing the opponet to fall just slightly behind Lao's next spin.
5- As long as the second, and likewise thrid, mid screen spin is done where the opponet is slightly behind Lao's spin range it is possible to keep going until victory.
As of now, I cannot seem to find my copy of MacMame so I have no way of testing this.