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Official UMK3:TE Changelog and Discussion Thread

I certainly agree that Sonya grab should not be a low attack. it doesn't appear to hit low, in fact she goes low to hit high…it would seem reasonable it be a high attack
 

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
In regards to lows - Kabal's saw, and Rep/The Subs' slides got changed to lows, why not other moves?
Which moves should be changed to lows?

In regards to Invisibility - I think the current length of Robot's Invis is still too long. @Konqrr said that this was because Robot was a less-active character than H.Smo and Rep, yet I'm not too sure how I feel about that.
I don't think it's enough of a difference to really matter, compared to Reptile and HSmoke.

In regards to the TPU- It matters because it provides certain advantages/disadvantages depending on which side of the screen you're on.
Yeah but that same concept would be true regardless.

TBH, I was asking because I was interested in the views of other players. Wasn't really fishing for "This scrub knows jack-shit" responses. (My apologies if it wasn't intended in that way, just came across like that, what with there being no tone in text and all that.)
I was about to respond then @tehdrewsus essentially called me arrogant for simply saying "no". I've been sick for the past 3 days so I was just going to quickly answer, but ended up taking more time with the back and forth anyway, lol.
 

DWednesday

Undisputed #1 ScrubBot Worldwide.
Which moves should be changed to lows?
Personally, Kang's LFB, and Mileena's Roll
I don't think it's enough of a difference to really matter, compared to Reptile and HSmoke.
Why so? In game it's really noticeable
Yeah but that same concept would be true regardless.
Gunna have to disagree here, having it juggle 100% of the time on the same side as the aa creates more distance between the 2 characters, and limits what juggles can be performed after the TPU. However is/would be better for corner combos/maintaining corner lockdown, etc.

Whilst juggling on the opposite side is the opposite (lol, double opposite)
 
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dubson

Noob
I think this should definitely be a thing. Kabal, uSub, C.Sub, Cyrax, all get to jump after their special but H.Smoke and Scorpion don't? Why are they being oppressed!?? Seriously though, good suggestion.
Been this way since MK1…

I guess allowing them the time/option to jump around to set up their combos for optimal damage and/or optimal set-ups was just too much and I have to agree… Jump Starters in themselves add a ton of damage.

Albeit with a hit limit, they already have access to using the move to string combos together, as well as the time to set-up the optimal space you want for your mix-up (that only you know what your going for) without jumping.

Combined with having the teleport move (easily one of the best moves possible to have in the game)… it all just adds up to too much. Robo smoke too, with all of his options… invisibility… etc. they all have air throws… its too much
 
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9.95

Noob
@Konqrr please let the hacker know again, especially about my new addition to Stryker.

I've already said what I think:

Scorpion

-I still think that his HP,HP, ULP combo needs a little bit less recovery on the ULP so that Scorpion can teleport a bit faster. That or give the ULP a little bit more height on the popup.

-To further differentiate Scorpion from H.Smoke, since Scorpion originated the Spear move, maybe consider increasing Scorpion's hit limit BEFORE spear to 5 instead of 4. This will allow Scorpion to hit land HP, HP, ULP, TP, Spear off of a JPS.



Reptile

-The dash move on passthrough is fair because it doesn't lead to much, however when you block it on a read, it's still very difficult to punish. This move is as risky and dangerous as a teleport for any TP characters, as well as him being able to use it for mobility like a TP ninja. That said, it should be just as punishable as a blocked teleport. On block before passthrough, the move should cause less blockstun making it as punishable as a blocked teleport.



General

-Spear characters: Scorpion, H.Smoke and R.Smoke - after successfully landing a spear, the stun animation is disabled if you jump. The disabling is similar, in the way it works, to a freeze, ground freeze (Sub) and net (Cyrax) without the stun being disabled when they leave the ground, and these three characters should be able to leave the ground as well without losing the stun after a spear.



New Addition!

Stryker

-The mall cop needs a SFA3 Ken style "roll" where he's invulnerable to projectiles during the roll. Lets face it, we all think Stryker is hysterical, and I can just see Stryker doing unnecessary dramatic TV style dive rolls. Needs to be able to cancel it into his riot gun though, and potentially use it to dive "past" his opponent to the other side of them.
 
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9.95

Noob
@Konqrr please show this to the hacker

From Here: http://testyourmight.com/threads/umk3-te-public-beta-has-released-to-the-public.47204/page-7#post-1541944


did anyone mention that scorpion's lp+up hit reaction acts differently according to what an opponent is doing atm of being hit by the first hp of the mini-popup?
for instance, if an opponent was in startup frames of doing elbow or knee he'll be thrown in the air this high

whereas if he was neutral (or dizzy)

this decides how many frames u get to link into a spear
on that note, it's been known for years that scorpion's elbow ignores FA rules and overprioritizes some other chars' elbows. Is there intention of changing this in the following releases?
I always felt that this combo was super inconsistent and that his HP, HP, ULP, Teleport, Spear combo was inconsistent and sketchy. Excellent find! This just further confirms for me that Scorpion needs the popup to be a bit higher so that this can be done consistently.
 

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
Been this way since MK1…

I guess allowing them the time/option to jump around to set up their combos for optimal damage and/or optimal set-ups was just too much and I have to agree… Jump Starters in themselves add a ton of damage.
Then why do other characters have the ability to jump over/jump start? Kabal and uSub are 2 of the best characters in TE, and they both have this ability. They have tons of options and are very good at zoning and spacing. Scorpion, HSmoke, and RSmoke should have it as well. Sure it's been that way since MK1, but Glitch Jabs have been in the game since MK1 as well, that doesn't make it okay.
 

dubson

Noob
Then why do other characters have the ability to jump over/jump start? Kabal and uSub are 2 of the best characters in TE, and they both have this ability. They have tons of options and are very good at zoning and spacing. Scorpion, HSmoke, and RSmoke should have it as well. Sure it's been that way since MK1, but Glitch Jabs have been in the game since MK1 as well, that doesn't make it okay.
Their hit limit is higher than all of the other characters you mentioned, that actually have the ability to string combos together in a remotely similar fashion, U Sub being the closest.

It's the point of the freeze move, not really the point of the spear.

If they could jump around with all of that time, be able to switch positions in the corner and add in the damage of a jump starter it would be way too broken. Not the move itself, but in conjunction with the design of these characters, a teleport and the immense amount of options they have. Its just not that Black and White of a subject, to compare to other moves/characters that aren't even close to the same.

Just because X characters move lets them do X, X character should be able to do X as well. It just doesn't work this way, there is a lot more to it.

At the end of the day, it all comes down to the amount of options said character has, but also the amount of options said character has at every given situation.
 
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Juggs

Lose without excuses
Lead Moderator
Premium Supporter
Their hit limit is higher than all of the other characters you mentioned, that actually have the ability to string combos together in a remotely similar fashion, U Sub being the closest.

It's the point of the freeze move, not really the point of the spear.

If they could jump around with all of that time, be able to switch positions in the corner and add in the damage of a jump starter it would be way too broken. Not the move itself, but in conjunction with the design of these characters, a teleport and the immense amount of options they have. Its just not that Black and White of a subject, to compare to other moves/characters that aren't even close to the same.

Just because X characters move lets them do X, X character should be able to do X as well. It just doesn't work this way, there is a lot more to it.

At the end of the day, it all comes down to the amount of options said character has, but also the amount of options said character has at every given situation.
How exactly would it be "too broken"? You can do the same with Scorpion in MK9, as the spear doesn't disable jumping. It doesn't break the game, the concept would be the same here. I know you'll respond with "they are completely different games, you can't compare them", but sure you can. The rules aren't that much more fundamentally different.

And what is the "there's a lot more to it" bit? Also, the "too much options" argument doesn't make sense. Kabal has tons of options, but still has the ability to jump after his spin. uSub also has a lot of options as well, and as a primary zoner, position is everything for him. The idea that having too many options is somehow a bad thing or would negatively affect the game is just plain wrong. This narrative that somehow Scorpion, HSmoke and RSmoke already have "too many options" also doesn't make sense, because they don't. This seems to stem from the teleport, and your seemingly unwavering hatred for it. I could be wrong in that regard, but literally nothing else makes sense.
 

dubson

Noob
How exactly would it be "too broken"? You can do the same with Scorpion in MK9, as the spear doesn't disable jumping. It doesn't break the game, the concept would be the same here. I know you'll respond with "they are completely different games, you can't compare them", but sure you can. The rules aren't that much more fundamentally different.

And what is the "there's a lot more to it" bit? Also, the "too much options" argument doesn't make sense. Kabal has tons of options, but still has the ability to jump after his spin. uSub also has a lot of options as well, and as a primary zoner, position is everything for him. The idea that having too many options is somehow a bad thing or would negatively affect the game is just plain wrong. This narrative that somehow Scorpion, HSmoke and RSmoke already have "too many options" also doesn't make sense, because they don't. This seems to stem from the teleport, and your seemingly unwavering hatred for it. I could be wrong in that regard, but literally nothing else makes sense.
Yes they do have too many options… You don't see that because you love teleporters. I love them too, I'm just not biased.

Kabal does not have as many options as you imply, nor do any of the characters your comparing to Scorpion and H Smoke. Even more so with the removal of glitch jabs.

Scorpion has traditionally been shut down by the corner, before MK3. The same argument applies to you. Just because it is so in MK9 doesn't make it "The Right Way". You simply ignore the points you can't argue and argue the ones you think you can. None of those guys have a hit limit comparable to them or the amount of combo/punisher stringing abilities.

I dont hate teleporters man. I love them just as much as all of the characters. I simply try to deliver unbiased points and perspectives. Your making very bold assumptions and making things personal, Moderator :) Hatred for teleporters… I love teleporters.

I'm not going to sit here and re-explain everything for you and play this game of who can sit at the computer and type back and forth nonsense with you. If you can't understand what I'm saying, by now, we shouldn't even be conversing lol. I make clear, direct points, unlike you. That whole long response from you consisted of simply "Your wrong" and "that doesn't make sense". All at the same time, you respond with no points and basically nothing, as usual. But here,

You ask why its too broken. I fucking answered that bud. Go back up and read my post, as you obviously didn't retain what you read or you wouldn't have asked. I explained. You didn't respond to the points. As usual.

Here is a tip tho bro…. when you run out of gas, for as much as you love to argue/debate or at least come off that you do, don't simply say "No" or "Your plain wrong". Try to avoid statements like this. It really hurts your validity…. Why even bother. What are you even doing? Trying to look funny or something? Make direct points bro. Your the only guy who does this, lol. You can sit there and type out someone is wrong in 3 words or 300, it doesn't make you look any wiser…. Quality over quantity.

Mod or Troll?

This went from me giving direct points to you making things personal, assuming and simply saying "No" and "Wrong". LOL its just ridiculous with you. You simply cannot engage in conversational debate with someone without making things personal. You consistently do it with everyone.

Try this as a response when you disagree with something:

"I disagree with X because of…. X reason."

This is how you look:

"Im Juggs. Im a mod. No. Your wrong. IDK Why. But it is what it is."

Seriously just some advice brah. Much like how making excuses for losing is for the birds….

I've explained my reasons for why I believe they shouldn't be able to jump around after a spear in this game. Robo included.

Later.
 
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dubson

Noob
Personally, Kang's LFB, and Mileena's RollWhy so? In game it's really noticeableGunna have to disagree here, having it juggle 100% of the time on the same side as the aa creates more distance between the 2 characters, and limits what juggles can be performed after the TPU. However is/would be better for corner combos/maintaining corner lockdown, etc.

Whilst juggling on the opposite side is the opposite (lol, double opposite)
Kang's LFB is a good idea. I think Jade's Downward Boomerang should hit low on the end of it. That might be too much with the way her Return Boomerang is now in TE, but if it was how it was in Vanilla I think it would be right.
 

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
Yes they do have too many options… You don't see that because you love teleporters. I love them too, I'm just not biased.
What are these "too many options"? You keep saying they have too many options, so what are they exactly?

Kabal does not have as many options as you imply, nor do any of the characters your comparing to Scorpion and H Smoke. Even more so with the removal of glitch jabs.
Kabal has just as many options as Scorpion, if not more so. Kabal can zone with the best of them, but he also can rushdown with the best of them. He has a quick full screen low as well as an instant air fireball that he has no limitations on. He has a quick full screen spin that punishes a lot of whiffed moves and punishes a lot on block, a spin in which he can freely jump and get whatever position he needs. He has the best jab pressure and a decent sweep.

What does a character like Scorpion have in comparison?

Scorpion has traditionally been shut down by the corner, before MK3. The same argument applies to you. Just because it is so in MK9 doesn't make it "The Right Way". You simply ignore the points you can't argue and argue the ones you think you can. None of those guys have a hit limit comparable to them or the amount of combo/punisher stringing abilities.
I didn't say that because it's that way in MK9 that it's the "right way". I responded to you saying it would be broken if Scorpion/HSmoke could jump after the spear by saying that it's that way in MK9, and it doesn't break the game or character in that game. This is arguable since they're different games, but not too fundamentally different to where the concept is completely lost.

I dont hate teleporters man. I love them just as much as all of the characters. I simply try to deliver unbiased points and perspectives. Your making very bold assumptions and making things personal, Moderator :) Hatred for teleporters… I love tepeporters.
Nothing I said was even remotely "personal". Me "making things personal" would be me talking about something not related to the game. Saying you have a grudge against teleporters is a joke, but even if it wasn't, that isn't "personal". And by the way, the statement "you have a grudge against teleporters" is a reasonable extrapolation based on everything you've expressed. :p

I'm not going to sit here and re-explain everything for you and play this game of who can sit at the computer and type back and forth nonsense with you. If you can't understand what I'm saying, by now, we shouldn't even be conversing lol. I make clear, direct points, unlike you. That whole long response from you consisted of simply "Your wrong" and "that doesn't make sense". All at the same time, you respond with no points and basically nothing, as usual. But here,
You said "there's more to it than that", and that it's "not a black and white subject". I don't know what you're talking about when you say that, and you never really explained what you meant by that. I mean, I don't know why you're getting defensive here, you responded to my post, so I responded to yours.

You ask why its too broken. I fucking answered that bud. Go back up and read my post, as you obviously didn't retain what you read or you wouldn't have asked. I explained. You didn't respond to the points. As usual.
You didn't answer that though.

"If they could jump around with all of that time, be able to switch positions in the corner and add in the damage of a jump starter it would be way too broken. Not the move itself, but in conjunction with the design of these characters, a teleport and the immense amount of options they have. Its just not that Black and White of a subject, to compare to other moves/characters that aren't even close to the same."

That doesn't answer why it would be way too broken. Scorpion and HSmoke both can already teleport within their combos, changing their positions if they choose to. Adding the ability to jump after they spear won't change as much as you seem to think it will, as what you're saying will be the result is already possible.

Here is a tip tho bro…. when you run out of gas, for as much as you love to argue/debate or at least come off that you do, don't simply say "No" or "Your plain wrong". Try to avoid statements like this. It really hurts your validity…. Why even bother. What are you even doing? Trying to look funny or something? Make direct points bro. Your the only guy who does this, lol. You can sit there and type out someone is wrong in 3 words or 300, it doesn't make you look any wiser…. Quality over quantity.
I didn't simply say "No" or "You're plain wrong". I did say a certain idea was wrong but it's not like I just said "that's wrong" and that was it.

Also, you say to not simply say "No" then go on to say "You can sit there and type out someone is wrong in 3 words or 300, it doesn't make you look any wiser...". So which is it?

Mod or Troll?
Trod.

This went from me giving direct points to you making things personal, assuming and simply saying "No" and "Wrong". LOL its just ridiculous with you. You simply cannot engage in conversational debate with someone without taking things personal. You consistently do it with everyone.
Again, how did I make anything personal? I mean, if you think me telling you that you're wrong or that I think an idea is wrong means I'm making it personal, well, you're wrong. :D

Try this as a response when you disagree with something:

"I disagree with X because of…. X reason."

This is how you look:

"Im Juggs. Im a mod. No. Your wrong. IDK Why. But it is what it is."
What does me being a mod have to do with anything? lol

And I said verbatim "The idea that having too many options is somehow a bad thing or would negatively affect the game is just plain wrong.". That's not actually me saying you're wrong, btw. To me though, in regards to UMK3 and the options you're talking about, the idea is wrong.

Now, let's please stop with the ad hominems. They are frightfully boring and a waste of time. Let's discuss the actual argument please.
 
Reactions: REO

dubson

Noob
Alright.

Scorp has, a teleport, very strong punishers, an air throw, great all around jabs, normals, anti-airs and ground throw

Kabal now without GJ's, you do not have to come to him as much…

He has iAFB but it is easy to get around, if you have a teleport. Kabal lacks the mobility of Scorpion. Scorpion is one of the most mobile characters in the game and in vanilla UMK3 is very underrated. Obviously no match for Kabal in that game, though. Because with GJ's, Kabal can just sit there and spam them. And Scorpion has no options here…. and, as you said Kabal's spin will shut him down...

I actually do think giving them the ability to jump around after a spear would make more of an impact than you. Their mobility is sooooo strong in this game man. H Smoke being able to jump after a spear? No question. Too good, cannot have that. Imagine being Close but not Too CLOSE to the corner, and landing a spear. THEN crossing them up to push them into the corner with Ease? Actually, just having the ability to take you to the corner no matter where he is,SHIT, Scorpion too. He does pretty high damage off of simple Jump Starters man. More than people would think. 35-40%. From what I have seen with New Scorpion there seems to be more damage potential. Then… you get to have them left in the corner… what about them… what if THEY don't have a… Teleport… ?

I actually wasn't even going to mention the difference of games. It was a valid point, but I am only referring to UMK3.

Personal just saying that I was doggin on teleporters (*teleporting ninjas)… I bring very unbiased opinion, I love all characters and really love teleporters (*teleporting ninjas) at that.

More to it than that in that like I said it can't be strictly because "It is so in MK9" or "Sub-Zero can", it has to make sense in all areas, match-ups, all characters match-ups, everything man, a lot. How the character is made to be played. They are made to string long combos together, that already gives them great mobility and ability to place you wherever they want, including the corner with ease and huge damage with that if we are talking about H Smoke here. And other reasons I said.. Basically I think it would just be too good for Scorpion, H Smoke and Robo based on how they are designed to string long combos together that already give them the ability to push you to the corner and land big damage on you And have you in the corner, now you want to give them more ability at doing that. And the great mobility on top of it, air throws, invisbilities, pop-ups…. A lot has to go into it. It isn't as Black and White as, these characters have it so Robo, Scorpo and H Smoke should.

You didn't actually do the "No" to me but you did to others earlier and you did give the long reply of "Your simply wrong". If your sick thats cool but we all got shit goin on bro. My point is, these people didn't have the luxury of UMK that we had or Shock, Konqrr and ded_ giving their opinion for us all the time and mod or trod your here to mod UMK3 right? Your representing this site, and at that with these short, assholeish answers. Help people man. If you don't know or can't explain don't post. And don't waste peoples time man. Would you like people wasting yours?

I think you really thought a couple times now I am trying to hate on teleporters for TE and thats just not the case and I wanted that to be on the record… lol.

One character having too many options compared to the rest can and is potentially be a bad thing. That is why we have input, debate, testing, betas, different versions. That's why we have this thread…. right...
 
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dubson

Noob
Matter of fact, now that I think of it…. we really don't even wanna be talking or thinking about Robo Homo having the ability to do this. Not at all.

Maybe Scorpion… maybe… but not the other two.
 
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9.95

Noob
I spoke at length with @dubson last night about a lot of this.

@Konqrr you should def get in on this because you've played more of it than I have and have a direct line to the hacker, so your input here is extremely valuable.

Even though my time with the game is still fairly limited, I've played against enough characters to chime in, especially regarding Scorpion, because after his new buffs, I was very excited to drop H.Smoke and main Scorpion. These are my thoughts on Scorpion, H.Smoke and jumping after successful spear, as well as further making my case for Scorpion's spear disable being changed to 5 hits instead of 4 hits.

First and foremost, Scorpion is still an extremely limited character. About as limited as he was in VUMK3. Lets look at his changes and discuss why he's still so limited, even with the changes. I have highlighted his most important changes in yellow, whether they are good or bad changes.


GENERAL CHANGES:
  • Throw recovery reduced by 10 frames
COMBO CHANGES:
  • Hit reaction on HP,HP,U+LP changed to a custom launcher that allows a Spear or Teleport Punch followup
  • Recovery on HP,HP,U+LP reduced by 6 frames
  • U+LP combo ender now causes knockback using the Roundhouse hit reaction if the hit count is >=8
  • Damage Protection added on the HK part of HP,HP,HK (this was done to equalize HK,HP,HP,HK,B+HK damage) REVERTED
  • New combo paths added: REVERTED
    • Knee Starter,HP,HP,+variations
    • Knee Starter,D+HP,U+LP (D+HP animation sped up to combo easier)
AIR THROW CHANGES:
  • Glitch where Air Throw connects against Ermac right when he teleports causing him to remain invisible has been fixed.
  • Damage now counted on the combo damage readout
SPEAR CHANGES:
  • Damage Protection added if the hit count is >= 2
TELEPORT PUNCH CHANGES:
  • Disable Timer increased from 80 frames to 112 frames
  • Block damage decreased from 4 to 2
  • Can no longer go through the wall if too close to the corner
NOTE: If you are too close to the corner, the Teleport will not pass through unless the opponent is being juggled



Lets analyze these changes and compare him to VUMK3 Scorpion.
- Hit reaction on HP,HP,U+LP changed to a custom launcher that allows a Spear or Teleport Punch followup

Awesome new combo. The potential this had me excited to use him, especially hoping that he'd be viable at or around H.Smoke's level (TE version). The addition of the combo is really only good for when you make a good read, your opponent presses buttons when you're rushing down, or if you hit a naked psychic spear. Aside from that, Scorpion still has to hunt this combo in order to hit good damage.

However, this leads to his limitations:
He's still limited to runjabs and guessing games. This is the lead in to Scorpion's most damaging non-punisher combo, and the worst part is that it is inconsistent, in the best conditions, to land, as we can see here:
http://testyourmight.com/threads/umk3-te-public-beta-has-released-to-the-public.47204/page-7#post-1541944
and unfortunately, it makes hunting that combo dangerous, because if you're on the lower pop up side of it, you can't hit the TP, Spear effectively, making him even more limited, or at least only slightly less limited than he is in VUMK3.

- The Fix: ULP needs to be changed to an overhead. Why would I EVER block high against Scorpion? If the ULP part is an overhead, you can't just stay in a crouch block, you must react and it gives Scorpion a viable option to open you up.

- Recovery on HP,HP,U+LP reduced by 6 frames
Scorpion, due to the inconsistency of this combo, needs either:
1. Less recovery to consistently hit the TP, Spear
or
2. The popup by the ULP needs to be generally higher so that the TP, Spear hits consistently.



- Disable Timer increased from 80 frames to 112 frames
H.Smoke got invisibility, still has more options available to him to open you up and is generally more versatile than Scorpion. Ermac can still do insane damage, can zone, and has options like H.Smoke to open you up. Scorpion...still has to wait to teleport. This nerf really makes Scorpion less desirable to pick, ESPECIALLY in a competitive tournament setting (this is TE, afterall) over H.Smoke or Ermac. Less options available to him than the other two and less mobility = less likely to pick him.


- Can no longer go through the wall if too close to the corner

With his lack of mobility, either he needs to be the only teleporter who can TP through the wall, or he needs his MKT forward teleport.


OK, now I'd like to further plead my case for an increase to 5 hits before spear disable.(Scorpion Only)

-First of all, Scorpion is STILL so limited compared to his teleporting ninja counterparts. I've explained much of that above. The fact is, he has to work SO hard in order to connect his BnB HP,HP,ULP combo, and it's inconsistent at best.

-H.Smoke and Ermac can both convert to MASSIVE damage after a naked lift/spear on a mistake. Off of a single aaHP, they both still get another Launch to Spear/Lift for more damage. Scorpion can't convert like that because he's disabled if he does aaHP, Spear, HP, HP, ULP. If he had 5 hits, he can convert to massive damage because he can connect another Spear afterward. Even in the case that he does aaHPHP, whiff TP, aaHPHP, HP,HP,ULP...that's really still a punisher. I am making the case for being able to do aaHPHP, whiff TP, aaHPHP, JK, Spear, combo ender.

The fact is, Scorpion has to work much harder to be effective because of his limitations, and he cannot convert damage the way both H.Smoke and Ermac can. He needs SOMETHING to make him desirable to pick instead of them and stop us from seeing H.Smoke v H.Smoke in grand finals ALL THE TIME. 5 hits before spear disable is the answer!

Worst case scenario: Hacker tries it, it's too much, reverts it.

FINALLY, The case for freely jumping after a successful spear.

-Currently, I can only see Scorpion needing this. He's the only character with the move that is truly limited at the moment.
-H.Smoke has invisibility, I don't want him to be able to jump around freely when he's invisible...he can do that anyway without connecting a spear.
-R.Smoke... spear, crossover jk, tpu, aahp, spear, sujk, 5 hit... way too much.
 
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Let's just give everyone a 3 hit popup combo, and a ground containment move, and leave all other MU stats to their hitboxes, priorities, and sprite/character specific properties?

That's what we're going for, isnt it? Anything past a 5-5 MU is unacceptable, right?

/semi-facetious
 

dubson

Noob
Great post @9.95 , yeah it was nice when @Konqrr would give his opinion

@9.95 Scorpion needs to be addressed…. at least steps were taken in the right direction….

This is the first I have seen that Scorpion's teleport disable timer was actually nerfed and I can't believe that even happened… Took away ability to teleport out of the corner… nerfed the disable timer… SHIT, maybe he DOES need to be able to jump around after a spear… Why would they nerf his mobility like that? That was the best thing he had going for him? He and IT wasn't OP? As of right now I see no reason to pick him Still.

Block damage was decreased? Wow, you guys hurt him so bad.

All of this for a few new combo/paths?

I love the idea of making his UP+LP an overhead. I think thats a great idea and we need more overheads in this game….
 
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DWednesday

Undisputed #1 ScrubBot Worldwide.
-R.Smoke... spear, crossover jk, tpu, aahp, spear, sujk, 5 hit... way too much.
This won't work, TPU locks at 1 hit :D
Let's just give everyone a 3 hit popup combo, and a ground containment move, and leave all other MU stats to their hitboxes, priorities, and sprite/character specific properties?

That's what we're going for, isnt it? Anything past a 5-5 MU is unacceptable, right?

/semi-facetious
If anyone even thinks about giving my Robo a pop-up, I will Liam Neeson them. :D