MK vs. SF - Fight for the Universe
This version includes three game modes: Arcade and the new Story and Online Mode.
The Arcade Mode is used to play against friends, practice (movelist included by pressing the start button) and configure the game (here is where you'll want to configure your binds and such for story mode as well).
Story mode features the MK vs. SF story with cut scenes, which is in demo stages (and don't freak out, this will not bring forth awkward parenthood angles).
Online Mode is featured as well, using IKEMEN, and is a work in progress. It might present a few bugs here and there, but it's nothing gamebreaking and it's still very well worth the fun.
Content and Updates:
-Online Mode (IKEMEN)-
-MAX Combo Limit (Basic Moves)
MAX Combo Limit:
Depending on a character's current level, there will be a maximum combo counter on the bottom part of the screen for each player. This number indicates the number of standing/crouching basic hits you can perform in a single combo (aerial, special and super moves are not included). The more power you gain, the longer are your combo strings.
-Fixed some issues with the Interactive Stage-
-Added a better AI-
-Fixed and balanced damage-
-Added 4 New Characters-
-Added 2 New Stages-
-Added Wall Bounce-
-Shin LVL2 Akuma-
-Sagat- (Chatman Sprites)
-The Dark Temple (Interactive Stage)-
IKEMEN Online Mode:
For those who are unaware, here's how you setup an online match:
-Make sure your router's gateway is open if you're creating the game.
-If you're creating the game, simply select "Connect" and hit OK without typing in an IP adress. Remember the Port number you're using
-If you're joining, select "Connect", type in the IP adress and use the port the host is using.
IKEMEN Bind Setup:
-The binds are located in the SSZ folder. Open it and edit config.ssz with notepad. Find a piece of text that looks like this:
Spoiler, click to toggle visibilty
-1, (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
(int)k_t::q, (int)k_t::w, (int)k_t::e, (int)k_t::a, (int)k_t::s, (int)k_t::d,
Simply edit every character you see after "(int)k_t::". The directions are self-explanatory, and the rest of the binds go in the following order: a, b, c, x, y, z, start.
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