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Official UMK3:TE Changelog and Discussion Thread

Konqrr

MK11 Kabal = MK9 Kitana
Shock Revision 28 beta demoing on KN stream added to Post #3 in this thread:
http://testyourmight.com/threads/official-umk3-te-changelog-and-discussion-thread.45804/#post-1473928

He changes to the newest version at around 1:14:00 of the second video where Ermac's Fireball has a recovery animation, the Invisible Ermac glitch is fixed, and all air and command throws add a hit to the combo and damage to the combo readout.

Is the same going to be done to Sektor, with his 4 hitter vs his 5 hitter?
Unknown
 
Can someone explain the block stun recovery differences? I'm curious how this effects the core of the game, outside of the corner.
Since it's changed to eliminate the corner jab lockdown/infinite, isn't there a way to change the block stun in ONLY the corner? There has to be a flag in the game to say when the character(s) are in the corner to cause that iceskate in the first place, can it be used to change block stun for ONLY that area?

Sub's slide BOUNCING OUT from a corner on block looks really weird, and looks completely un-punishable.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
This project is so damn cool. I hope we can get our hands on it soon and hopefully my Human Smoke isn't attacked too much.

@Konqrr, does the walk speed nerf to HS make it so you can not walk and AA~spear after a launcher??
 

Eddy Wang

Skarlet scientist
Quick suggestion notes:
- Scorpion is looking pretty good, but that corner damage from AA needs to be a bit scaled 89% WTF, i suggest damage protection after a certain number of hit, that was just nasty. And Hopefully the hacker gives him Foward tele to make his playstyle more diverse.

- If i was the hacker, i would restore the harpoon hit limit to 4 but would reduce the damage of his HP,HP,LK,HK, LP string, what makes smokes combos taking so much damage is that string.

Not sure if it can be done with all characters, but i saw Mileena performing 3 rolls in a row inside her hit limit, Sektor performing 2 teleport uppercuts(not in a row) in a combo inside his hit limit.

Will all character be able to perform special moves in a row even if whiff when is inside execution or hit limit like in N64 trilogy version?


On nightwolf, is it possible to change the color from the fast axe and fast arrow to Red? Does he have the "RSS" in the UMK3 from arcade?
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Does the hacker removed the air restriction for projectiles? because i think shock was throwing them incredibly low, not that i complain about it, but wow, this makes zoning (ala M2dave) in this game much interesting.
 

9.95

Noob
This project is so damn cool. I hope we can get our hands on it soon and hopefully my Human Smoke isn't attacked too much.

@Konqrr, does the walk speed nerf to HS make it so you can not walk and AA~spear after a launcher??
I've read that his spear is reduced to 3 hit limit now(spear has to be the 4th hit instead of 5th now), which means the old launcher to JK, TP, spear is gone.

@Konqrr, regarding H.Smoke, Does the TP cause DP? By itself/in combo only, etc?

@RiBBz22, as far as I can tell, if the TP doesn't cause DP, then depending where you on on screen (and how to best set up corner damage), you would do 2 hit popup, TP, spear, carry to corner, 3 hit pop up, JK, RH, LK. If the TP DOES cause DP, then it depends if you want to set up a corner situation or not. If not, then I would guess 2 hit pop up, DEEP JK, Spear, 3 hit pop up, aaHP, JK airthrow.
 
If not, then I would guess 2 hit pop up, DEEP JK, Spear, 3 hit pop up, aaHP, JK airthrow.
After practicing that string ad nauseum, the deep jump kick into spear isn't that difficult. Less difficult on some characters than others, but really not that bad. And you also have the option of walking in and doing the little hop kick into spear.

I hope smokes walking speed is still enough to get that high punch after the pop up, I suspect it will be because he is still faster than Ermac and he can get it.

This update seems to be a lot more comprehensive than Mortal Kombat 2 TE. some of the combos that have been added are starting to look a little bit like that Genesis hack, ultimate Mortal Kombat trilogy. It's slightly concerning, I hope this ends up still as more of a revision, and not ultimate Mortal Kombat 3.5
 

9.95

Noob
After practicing that string ad nauseum, the deep jump kick into spear isn't that difficult. Less difficult on some characters than others, but really not that bad. And you also have the option of walking in and doing the little hop kick into spear.

I hope smokes walking speed is still enough to get that high punch after the pop up, I suspect it will be because he is still faster than Ermac and he can get it.

This update seems to be a lot more comprehensive than Mortal Kombat 2 TE. some of the combos that have been added are starting to look a little bit like that Genesis hack, ultimate Mortal Kombat trilogy. It's slightly concerning, I hope this ends up still as more of a revision, and not ultimate Mortal Kombat 3.5
UMKT was a cute thing to play with, but it seems to me that the hacker really knows what he's doing and really understands this game overall. If UMK2TE is a an example of how dedicated this hacker is, I think UMK3TE is going to be outstanding.
 
UMKT was a cute thing to play with, but it seems to me that the hacker really knows what he's doing and really understands this game overall. If UMK2TE is a an example of how dedicated this hacker is, I think UMK3TE is going to be outstanding.
I agree, just not certain Jade needs TWO 7 hit auto combos. There are others but that new 7 hitter really stuck out.
 
I agree, just not certain Jade needs TWO 7 hit auto combos. There are others but that new 7 hitter really stuck out.
Also, if I could be so bold as to ask… Who all is beta testing? Besides @Shock I mean. I mean I don't consider myself elite, but starting to feel more high level than mid level (I beat mrigotbass in a set vs his sheeva and even babied him), I just wonder how many good players are beta testing.
 

9.95

Noob
Also, if I could be so bold as to ask… Who all is beta testing? Besides @Shock I mean. I mean I don't consider myself elite, but starting to feel more high level than mid level (I beat mrigotbass in a set vs his sheeva and even babied him), I just wonder how many good players are beta testing.
I honestly don't know. I don't get much time to play anything these days and when I do, I usually play Diablo. Most of my time is wrapped up in prepping for the birth of my son, unpacking the house my wife and I moved into, and playing softball.
 
I honestly don't know. I don't get much time to play anything these days and when I do, I usually play Diablo. Most of my time is wrapped up in prepping for the birth of my son, unpacking the house my wife and I moved into, and playing softball.
ALL things that should come before MK. except diablo. Big changes coming for you my good man!
 

9.95

Noob
ALL things that should come before MK. except diablo. Big changes coming for you my good man!
I love D3, but I never really have time to play it. Unfortunately, because of time constraints, I will never be able to really accomplish what I want to in D3 and RoS by getting the BiS and have the best build for my character... just too time consuming.

I can't wait for my son at this point. Really excited!!!
 

Konqrr

MK11 Kabal = MK9 Kitana
Sub's slide BOUNCING OUT from a corner on block looks really weird, and looks completely un-punishable.
This just means it is using the same block code as the jabs which is all the more reason to abandon the jabs as they are and implement the "1-hit pushout" which is planned.

@Konqrr, does the walk speed nerf to HS make it so you can not walk and AA~spear after a launcher??
He still has the second fastest walkspeed in the game (not including Bosses, Noob's is the fastest), so yes he still can do that and the run burst HP into JK,Air Throw @tehdrewsus.

Quick suggestion notes:
1) If i was the hacker, i would restore the harpoon hit limit to 4 but would reduce the damage of his HP,HP,LK,HK, LP string, what makes smokes combos taking so much damage is that string.

2) Not sure if it can be done with all characters, but i saw Mileena performing 3 rolls in a row inside her hit limit, Sektor performing 2 teleport uppercuts(not in a row) in a combo inside his hit limit.

3) On nightwolf, is it possible to change the color from the fast axe and fast arrow to Red? Does he have the "RSS" in the UMK3 from arcade?

4) Does the hacker removed the air restriction for projectiles? because i think shock was throwing them incredibly low, not that i complain about it, but wow, this makes zoning (ala M2dave) in this game much interesting.

5) When is the next update? This one is taking a while
1) Smoke will be adjusted so he won't be so linear and given his options back to get combos. This means his 5-hit limit will most likely return with DP on either TPU or Harpoon after X amount of hits. It is unknown at this point.

2) If you saw this, it was the CPU. You cannot do this as a human. The CPU has always been able to break the rules of the game.

What you saw in the video were blockable Rolls as when her opponent hits the ground, they go into a "landing" state which changes their reaction from that of the "I'm rolled" to "I'm landing" and that unlocks the Roll to be used again, but in this case it is blockable. This is why Roll works after a JK or HP after the first Roll.

3) It is possible, but very diffucult and unlikely it will happen.

4) No height restrictions were removed outside of Sindel's Air Fireball... which was set higher than other air fireballs to begin with.

5) Soon. There were a number of things the hacker wanted to accomplish before this release.

@Konqrr, regarding H.Smoke, Does the TP cause DP? By itself/in combo only, etc?
TP always causes DP

This update seems to be a lot more comprehensive than Mortal Kombat 2 TE. some of the combos that have been added are starting to look a little bit like that Genesis hack, ultimate Mortal Kombat trilogy. It's slightly concerning, I hope this ends up still as more of a revision, and not ultimate Mortal Kombat 3.5
When the full PDF changelog comes out, you will see that not as much was changed in comparison to UMK2. That game had most of the normals adjusted to either make them useful or tone them down. UMK3's normals are 99% correct already, so it just comes down to balancing.

As for the combos to specials additions, we thought much the same thing about it lol ... I am sure that if it isn't received well (the combos to specials), they may be removed, but I think they will be liked.

I even tested where Kung Lao had a blockstring that linked to Teleport and it ended up being removed very quickly as either you had to block the teleport incoming due to the blockstun on the combo that came before it, or you tried to get out and got hit anyways. Even when the initial combo hit, the Teleport was right on top of you and you had to block lol ... So not everything stays, and you don't see or hear about everything that goes on behind the scenes.

I agree, just not certain Jade needs TWO 7 hit auto combos. There are others but that new 7 hitter really stuck out.
The second 7-hitter might be changed so the knee starter only can link to the staff ender. It's not a priority right now though.

Also, if I could be so bold as to ask… Who all is beta testing? Besides @Shock I mean. I mean I don't consider myself elite, but starting to feel more high level than mid level (I beat mrigotbass in a set vs his sheeva and even babied him), I just wonder how many good players are beta testing.
Beta testing isn't all about player skill... it is more about knowledge and understanding of the game. @R.E.O. would test if HE COULD GET THE DAMN THING TO WORK!!! lol
 
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umk_p1

Noob
scorpion's 80% combo seems too much. I'd suggest fwd teleport. Give us opportunity to play faster paced game with new offensive tools and longer at the same time by general damage reduction (mb 15-20%)
 

Mgo

Noob
wow this is sick, the fact that u are reprogramming the game. Much respect to Shock/USA community for his passion for the game, over the years. Ed boon should be proud but probably will not interest you. When it will be released??
 

Shock

Administrator
Premium Supporter
Sorry if this reiterates much of what Konqrr said
@tehdrewsus - Jabs should go back to normal soon, and corner jab properties will be changed to a more simplistic and less invasive fix. Should turn out great.

The Sub Slide is an issue right now because of this, should be taken care of soon. If the bounce on duck block isn't fixable he might be made more punishable due the low hitting buff but it should be fixed once jabs are reverted.

I also do agree about the combos in some cases looking a little unnatural/unflowing so perhaps they will be corrected at some point. There's so much that can be done. The alternate 7 hitter for Jade is in there for variety and being able to get it on a knee starter.

As for testing, right now it's just a few of us OGs. When the game is about ready for release it'll probably be passed onto like 5 more players at least to test online for more head to head. Right now we're looking for bugs, errors, glitches, and obvious unbalanced and OP stuff.

@RiBBz22 - Smoke is still fast enough to do his combos that aren't nerfed by other limits

@Eddy Wang -

@umk_p1 - The Scorpion corner combo is virtually impossible to perform in game. It's sort of a concoction of my own that's been around at least 10 years but I've never seen anyone do it, nor have I ever done it in a match.

The bulk of Smoke's damage is done before the 5 hit combo. The 5 hit does 26%, aaHP, TPU, aaHPHP spear is 34%. If you can get a HP JK it's 43% pre autocombo. Regardless the hacker feels 69% mid screen potential needed to be addressed due to the direction of overall lower damage and more competitive play.

The Mileena triple roll I did is blockable on every character except Kung Lao IIRC. It's just a show combo and guaranteed punishable in game.

Special moves will all be tended to on a case by case basis.

The glow on NW's Axe so far as I know is its own thing that doesn't count as part of his collision box so it is possible he might be able to do that. Similar to Cage's Shadow kick in MKII now being red.

The only air projectile I can think of that has been freed up is Sindel's air fireball, she can perform it lower to the ground now iirc, or at least if not now it's planned. Otherwise Kabal's eye lasers are really easy to do nice and low on the keyboard which is what I was using the whole time.

@9.95 - TPs still cause DP. Not sure if this will change.
@Mgo - thanks man, this is a lot of fun. Also Ed Boon just retweeted a guy who posted a pic of an arcade cab custom with all the move sets for MK1 2 and 3, the screen the guy took a pic of is UMKII: Tournament Edition, I wonder if Boon even noticed.
 
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GetSpookd

#1 Enemy : Rust.
It'd be funny to make Nightwolf's regular axe not use the animation with the green fire and have the combo'd version use it, or some kind of combination of that idea.
Scorp has it, Kabal has it, Jade has it. Tbh almost every char has an animation in which they use their weapon for combo. Why not Nightwolf.
 
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