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In the 3D Mortal Kombats, each attack and most combo moves have their own ID number that the game calls from your active stance’s movelist when you give correct input. What jumpover glitch does is basically that you load a given ID number from a wrong movelist by switching stance during a 180 degree turning animation with an attack already buffered (one that hopefully has the ID number you want to use with the glitch). An example:

Here are Sub-Zero’s MKA move lists.

1 = square
2 = triangle
3 = X
4 = circle

Shotokan

1-30 air combat moves
31-36 wake-up moves

40 1
41 1,1
42 1,1,1
43 1,1,3
44 1,1,3,f+3
45 1,1,4
46 1,2
47 1,2,4
48 1,2,b+1
49 1,2,b+2
50 b+1
51 2
52 b+2
53 3
54 1,1,3,2
55 1,1,3,b+2
56 3,f+3
57 F+3
58 4
59 B+4
60 d+1
61 d+2
62 d+3
63 d+4

Kori Blade

1-32 air combat
33-38 wake-up moves

40 nothing
41 CS
42 1
43 1,b+1
44 b+1
45 u+1
46 2
47 b+2
48 (unknown)
49 3
50 b+3
51 4
52 B+4
53 d+1
54 d+2
55 d+3
56 d+4
57 Impale
58 Impale (CS)
59 (?) momentary slow-motion if accessed via jumpover glitch

Impale, the elusive removed move, is at #57. To access it, you need to use the #57 of Shotokan, which is f+3, with the jumpover glitch. Jump over the opponent, then after landing quickly press f+3 and CS. As a result, Sub-Zero should unleash this destructive move upon his foe.

Only basic moves can be used with jumpover glitch, never combos. This means that the number of IDs you can send to the wrong movelist is highly limited… however, there exists something else to give us more options to see what lay behind the ID slots, and that is the stage-specific weapons. Those have their own movelists that you can use to buffer more unique ID slots for using with the jumpover glitch. An example follows:

War Hammer
49 1
50 2
51 b+2
52 3
53 4
54 B+4
55 d+1
56 d+2
57 d+3
58 d+4

With War Hammer equipped, you could use its d+3 with jumpover glitch to again access the wonderful and oh so forbidden Impale-move. It’s just a shame that there are only 3 different stage weapons in MKA… even with all of them it’s still unlikely we can ever explore all of the ID slots of the different characters’ moves (at least without hacking into the memory), but this is already mighty good.

In MKD all of the movelists begin from #1, which makes things a lot clearer, and there are more stage weapons too. But I may leave that for another blog post in the future…

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