I thought a forum should be created for newcomers to UMK who have questions regarding general gameplay. That being said.. =)
The individual character guides are -amazing-, I give a lot of thanks and props to Shock, but I have a few questions myself being new to the pro scene of UMK.
1. What would be the proper definition to glitch cancelling? Or more importantly how are they executed to extend some moves past their number of hits that they "lock" at?
2. What version of UMK is the best to play? Or used in tourney play. Is v1.2 the highest?
3. When I do H. Smoke's 3 hit popup combo sometimes he has troubles stringing with longer combos (for ex: jp, hk lp, jk, spear, 3 hit popup but oppoent blocks on last hit of the combo.) Is there something character specific going on? When I try it on glitchy SNES and MKT I dont have this problem.
The individual character guides are -amazing-, I give a lot of thanks and props to Shock, but I have a few questions myself being new to the pro scene of UMK.
1. What would be the proper definition to glitch cancelling? Or more importantly how are they executed to extend some moves past their number of hits that they "lock" at?
2. What version of UMK is the best to play? Or used in tourney play. Is v1.2 the highest?
3. When I do H. Smoke's 3 hit popup combo sometimes he has troubles stringing with longer combos (for ex: jp, hk lp, jk, spear, 3 hit popup but oppoent blocks on last hit of the combo.) Is there something character specific going on? When I try it on glitchy SNES and MKT I dont have this problem.