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Official UMK3:TE Changelog and Discussion Thread

GetSpookd

#1 Enemy : Rust.
UMK3 stages cycling twice before MK3 stages? As much as I HATED the Balcony -> Bridge -> Soul Chamber (Upper cut to) Balcony stage cycle lock, I miss me some Bridge and other MK3 stages. Is the Bank in UMK3 somewhere?
So much this! I think I saw Jade's Desert more than any other map in the game, makes me wanna barf every time I see it. Poor Cyrax has to struggle with that sand for eternity. I cri errytime ;_;

I might be mistaken but I think there's no MK3 Bank stage in UMK3
Character select screen changed like MK2 TE?

As fickle as this one sounds, in 2 on 2 matches - any cyber ninja in back (coming in AFTER the first fighter is KO'd), has Cyrax's stance - likewise, any male ninjas have Reptile's stance. There a fix for that anywhere?
Different select screen would be a nice fresh change. Not even a complete change, but different "wall" palette or something would be cool.
As much as the stance bug never bothered me (tbh it was actually kind of cool to see Sektor or Smoke waving his hands like Cyrax or vice versa), I think thats a good suggestion and if hacker is reading stuff from this forum, he should take a note.
I can't wait to see how Noob and Human Smoke will selectable without the Jugg hack. They looked a little hacked in to begin with. This guy will probably make it look like they should have been there from the start!
My guess is that its going to be kind of like in MKT, where the chars stance covers the avatar.
And one gameply question - when the Subs do chip damage on Freezes - does that add a hit to the combo?
Another good question. Personally, I'd like it if it would add a hit to the combo. My Subbys been in the shadows for far too long.
 

Konqrr

MK11 Kabal = MK9 Kitana
1) UMK3 stages cycling twice before MK3 stages? As much as I HATED the Balcony -> Bridge -> Soul Chamber (Upper cut to) Balcony stage cycle lock, I miss me some Bridge and other MK3 stages. Is the Bank in UMK3 somewhere?

2) Character select screen changed like MK2 TE?

3) As fickle as this one sounds, in 2 on 2 matches - any cyber ninja in back (coming in AFTER the first fighter is KO'd), has Cyrax's stance - likewise, any male ninjas have Reptile's stance. There a fix for that anywhere?

4) I can't wait to see how Noob and Human Smoke will selectable without the Jugg hack. They looked a little hacked in to begin with. This guy will probably make it look like they should have been there from the start!

5) And one gameply question - when the Subs do chip damage on Freezes - does that add a hit to the combo?
I will try to answer these from the information the hacker has given me and from my own understanding of how it works...

1) If the stages are easy to manipulate the order of, then it will be given a normal cycle.

I think the Blue Portal stage is always first if Classic Sub is unlocked, otherwise it is the Hell stage. This is due to the new characters in MK3, they wanted it to be a different experience and basically forced you to see this stuff. This is why you see the UMK3 intros of four of the new characters (Scorpion, Reptile, Jade, Kitana) only instead of the entire cast as it was in MK3.

Anyways, it WILL be looked into.

2) Yes

3) To prevent errors, they are assigned a "default" stance as they are not the active and playable character. This is how I understand it, but I could be wrong. I doubt this will be changed/fixed as it doesn't affect gameplay.

4) The Juggernaut hack does the hiddens very well, but overlooked putting the character stance animations in front of the portraits. This will definitely be looked into to make it look right.

5) Iceball does not add a hit to the combo... you wouldn't want it to anyways as if it did, you would no longer be able to freeze someone in the air with a clone, shower, or iceball and be able to HP,Iceball them again because the iceball is disabled after one hit.

@GetSpookd, how would Iceball counting as a hit in the combo make Sub better? It literally has nothing to do with gameplay and as the game is programmed now, doing this would make him a worse character lol
 

GetSpookd

#1 Enemy : Rust.
@GetSpookd, how would Iceball counting as a hit in the combo make Sub better? It literally has nothing to do with gameplay and as the game is programmed now, doing this would make him a worse character lol
I thought that if the Iceball would count as a hit, the overall hit count and damage at the end of the combo would be a lil bit higher because of it.
Tho after reading your post where you explain it all, makes more sense.
 
I thought that if the Iceball would count as a hit, the overall hit count and damage at the end of the combo would be a lil bit higher because of it.
Tho after reading your post where you explain it all, makes more sense.
Yeah it has 1 hit limit before disabled. I'm glad it doesn't count!
 

9.95

Noob
Dear Hacker,

We have your kitten. Please read carefully:

As a long time member of the MK Community, and a loyal Liu Kang hater, I, and my fellow Liu Kang haters are hereby requesting that you make the character completely unavailable to select. When a player selects Liu Kang, simply have Shao Kahn laugh, then play Noob's "It's official, You Suck!" and have the game immediately go to the game over screen, making the Liu Kang player lose his turn.

This is simply a friendly request. We would not want to see anything happen to such a cute kitten.

Sincerely,

The We Hate Liu Kang Gang

 

Konqrr

MK11 Kabal = MK9 Kitana
Revision 2.0.025 changes added to the OP!

Changes for the following characters have been added:
  • Cyrax
  • Sektor
  • Smoke
  • Mileena
  • Kano
  • Sonya
  • Kung Lao
Sadly, Liu Kang is still a functioning character... sorry @9.95... poor kitty ;_;
 

nwo

Noob
Revision 2.0.025 changes added to the OP!

Changes for the following characters have been added:
  • Cyrax
  • Sektor
  • Smoke
  • Mileena
  • Kano
  • Sonya
  • Kung Lao
Sadly, Liu Kang is still a functioning character... sorry @9.95... poor kitty ;_;
Lao got his dive kick AND spin disabled after 3 and 4 hits, as well as his auto combo reduced.

Looks like he got flushed down the toilet..
 

Shock

Administrator
Premium Supporter
@tehdrewsus @Konqrr

From what I remember, the Blue Portal is activated when you unlock all the hidden characters. I know that Human Smoke's blue portal always glitch during CPU mode was fixed in I believe the Juggernaut hack, or maybe even another hack before it. There should be a way to manipulate the stage rotation as I think someone made a hack where the UMK3 stages happen twice before MK3 stages, and they don't exactly double iirc because I believe the order gets messed up the second time around, not to mention the Desert has the Bank's music in the second appearance. In UMK3, the loop glitch with the uppercut on the Soul Chamber is no longer there, you simply start the next stage on the stage you were uppercut through.

@GetSpookd it wouldn't change Sub's damage, it'd actually limit his combos more and he doesn't need that.

@nwo - if the changes to Kung Lao are too severe, he will likely gain back at the very least a great number of hits before the dive kick is disabled. I tested this a bit tonight with DreemerNJ and it seems like right now he can score a fair amount of damage, perhaps a little low, but if he gets one more volley it jumps up to pretty high damage. It's a toss up. What's cool is the 3 hit combo having a new mini pop up style result which allows him to juggle a spin in the corner for free, into a little juggle. Also remember, Kabal got hit a LOT harder than Kung Lao, and Human Smoke and Ermac are getting nerfed soon. If he can't compete at this point, he'll get something else.

The hacker is trying to enhance the smaller combos, and useless moves that no one ever uses have some kind of tactical benefit so that they add a bit of depth to the gameplay. I can't begin to describe how much more fun this game will be and once some player suggestions are applied it'll be nuts.
 

Konqrr

MK11 Kabal = MK9 Kitana
Lao got his dive kick AND spin disabled after 3 and 4 hits, as well as his auto combo reduced.

Looks like he got flushed down the toilet..
You make it sound like he is useless without his infinite lol

No more infinite is what the important part is... the Dive Kick limit is in question, and like @Shock said, just one more volley (aka 1 more allowed hit) would bring his punishment combo up by around 8% and give more corner carry.

He still has all of his tools to get opportunities sans the infinite and ridiculous damage and has been given another tool to use in the corner on a hit confirm.

Remember, all of these changes are just preliminary and require extensive testing which hasn't even begun yet.

EDIT: I just double checked and the Dive Kick is disabled after 5 hits and Spin after 4... sorry for the misinformation.
 
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nwo

Noob
You make it sound like he is useless without his infinite lol

No more infinite is what the important part is... the Dive Kick limit is in question, and like @Shock said, just one more volley (aka 1 more allowed hit) would bring his punishment combo up by around 8% and give more corner carry.

He still has all of his tools to get opportunities sans the infinite and ridiculous damage and has been given another tool to use in the corner on a hit confirm.

Remember, all of these changes are just preliminary and require extensive testing which hasn't even begun yet.
If his spins were limited alone, he would no longer have an infinite, he would be like how he is in the PSX version of MKT.

I like the new Cyrax changes though, reduced net recovery. Maybe I'll have to main him in UMK3:TE.
 

Konqrr

MK11 Kabal = MK9 Kitana
If his spins were limited alone, he would no longer have an infinite, he would be like how he is in the PSX version of MKT.

I like the new Cyrax changes though, reduced net recovery. Maybe I'll have to main him in UMK3:TE.
Corner to corner juggle is potentially 100% and not technically an infinite, yes... but the hacker doesn't want that anymore either. I was just able to get 63% off a midscreen punisher with the limitations using aaHP,JK~DK, HP,JK~DK, HP~Hat Throw and if you use aaHPHP,JK~DK then you can get around 50% which is perfect.

Cyrax might be broken lol

EDIT: Forgot to add the Kano changes to the OP... oops! They are there now.
 
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Juggs

Lose without excuses
Lead Moderator
Cyrax gets all the buffs, while RoboSmoke gets all the nerfs.

Blasphemy!

Still anxiously awaiting Sheeva changes.

Also, I wonder if @dubson has seen this thread.
 

DWednesday

Undisputed #1 ScrubBot Worldwide.
Also, do we know if there's going to be anything done about the way the TPU connects with juggled opponents (always from the left)?
 

Shock

Administrator
Premium Supporter
Also, do we know if there's going to be anything done about the way the TPU connects with juggled opponents (always from the left)?
This is an interesting feature. @dreemernj noticed while testing that Sektor's new combo for example, is easier to connect the TPU when Sektor comes up on the side they are falling towards, so being on P2 side he'll come up on P1 Side with the opponent moving towards P1, but going the other way, if it is mistimed, it'll happen sort of like a combo where the last hit is blockable, or it'll whiff on certain characters like Kung Lao. It needs to be a committed input right now similar to Human Smoke's 3 hit pop up.

The two less hit limit for the harpoon is a bit taxing on damage, so it's probably this, or damage protection on the harpoon which would bring his overall combo damage down, not just juggle setups to B&Bs, however I have some suggestions. Remember, Robot Smoke could achieve 63% mid screen off an aaHP which is a lot, especially compared to the new damage reductions many characters are seeing, and still 54% using a slightly lesser combo without risk of missing the harpoon after the JK which follows the TPU which leaves out one aaHP before the harpoon. If he maintains the 4 hit limit (locked on 5 hits) and has DP on the harpoon, then those combos drop from 63% and 60% (with the aaHPHP before the harpoon) to approximately 47% each, and 47% is what he gets right now using the very simpl, aaHP, TPU, harpoon, B&B. This would restore the repetitious, longer time controlling combos that require a bit more work. I'd like to see how that would work instead so I'll send that over to the author.
 
Last non game play question I promise :)
Were there sound bytes in the code anywhere leftover? Jade, scorpion, kitana, and reptile all have the mk2 announcement when they win a round. Mileena, however, does not. They also made a new one for Ermac. Just wondering if that's in there somewhere and got missed.

I know the revision is for gameplay mostly, but there's that polished, fully done look to other elements too!
 

Shock

Administrator
Premium Supporter
Also I would like to confirm, that the latest beta build of at least version 26 for UMK3:TE will be available for play testing this weekend at GUTS3 at Foxwoods Casino is CT. If anyone is in the area, I would recommend attending this event, there will b Injustice and MK9 as well, getting some excellent treatment.
 

DWednesday

Undisputed #1 ScrubBot Worldwide.
The two less hit limit for the harpoon is a bit taxing on damage, so it's probably this, or damage protection on the harpoon which would bring his overall combo damage down, not just juggle setups to B&Bs, however I have some suggestions. Remember, Robot Smoke could achieve 63% mid screen off an aaHP which is a lot, especially compared to the new damage reductions many characters are seeing, and still 54% using a slightly lesser combo without risk of missing the harpoon after the JK which follows the TPU which leaves out one aaHP before the harpoon. If he maintains the 4 hit limit (locked on 5 hits) and has DP on the harpoon, then those combos drop from 63% and 60% (with the aaHPHP before the harpoon) to approximately 47% each, and 47% is what he gets right now using the very simpl, aaHP, TPU, harpoon, B&B. This would restore the repetitious, longer time controlling combos that require a bit more work. I'd like to see how that would work instead so I'll send that over to the author.
I may be completely wrong, and would love to hear the views of people that actually know a shit ton more about the game than I do, but don't a lot of Robo's larger damage setups rely on the TPU as opposed to the harpoon? Wouldn't it make more sense to add DP to that instead?
 

dubson

Noob
This is an interesting feature. @dreemernj noticed while testing that Sektor's new combo for example, is easier to connect the TPU when Sektor comes up on the side they are falling towards, so being on P2 side he'll come up on P1 Side with the opponent moving towards P1, but going the other way, if it is mistimed, it'll happen sort of like a combo where the last hit is blockable, or it'll whiff on certain characters like Kung Lao. It needs to be a committed input right now similar to Human Smoke's 3 hit pop up.

The two less hit limit for the harpoon is a bit taxing on damage, so it's probably this, or damage protection on the harpoon which would bring his overall combo damage down, not just juggle setups to B&Bs, however I have some suggestions. Remember, Robot Smoke could achieve 63% mid screen off an aaHP which is a lot, especially compared to the new damage reductions many characters are seeing, and still 54% using a slightly lesser combo without risk of missing the harpoon after the JK which follows the TPU which leaves out one aaHP before the harpoon. If he maintains the 4 hit limit (locked on 5 hits) and has DP on the harpoon, then those combos drop from 63% and 60% (with the aaHPHP before the harpoon) to approximately 47% each, and 47% is what he gets right now using the very simpl, aaHP, TPU, harpoon, B&B. This would restore the repetitious, longer time controlling combos that require a bit more work. I'd like to see how that would work instead so I'll send that over to the author.
As of now, I think Golden Punching renders Sektor one of if not the the Worst character in UMK3, as Golden Punching completely shuts down his Seeking Missile Game, and without that, he is so basic it isn't even funny
 

Konqrr

MK11 Kabal = MK9 Kitana
I may be completely wrong, and would love to hear the views of people that actually know a shit ton more about the game than I do, but don't a lot of Robo's larger damage setups rely on the TPU as opposed to the harpoon? Wouldn't it make more sense to add DP to that instead?
True, but it has a hit limit of 2 before it is disabled so you can only get one hit before using it. Using DP on that would turn his 47% combo into like 29% which is horrid.

The DP would make more sense on Harpoon later in the combo as @Shock suggested and we've both mentioned this to the hacker.

Thanks for your input!

Also, one thing I noticed when testing is with the reduced range on Air Throw, it is very difficult or impossible to get the Air Throw on this combo -- Teleport Uppercut, burst jab to JK... It's not a big deal as you can leave out the burst jab, but I know some people will bitch about that lol
As of now, I think Golden Punching renders Sektor one of if not the the Worst character in UMK3, as Golden Punching completely shuts down his Seeking Missile Game, and without that, he is so basic it isn't even funny
I don't see how it shuts Sektor down at all unless you mean scrub Sektors who use Teleport Uppercut when Smart Missile is active. Doing so when an opponent is jabbing is death and would suggest the Sektor player doesn't understand the game. Smart Missile stops the GP and he gets in for free to RJ.
 

dubson

Noob
I don't see how it shuts Sektor down at all unless you mean scrub Sektors who use Teleport Uppercut when Smart Missile is active. Doing so when an opponent is jabbing is death and would suggest the Sektor player doesn't understand the game. Smart Missile stops the GP and he gets in for free to RJ.
You wouldn't do it when their jabbing to death. Sektor is about his Smart Missile Set-ups, releasing them when safe, or when least anticipated to further set-up his rush down.. This strategy and game is completely shut down by GP.

They respond to your Smart Missile by "Jabbing to death aka Golden Punching"

Smart Missile does Not stop the GP and allow anything for free. He will continue to GP while simultaneously Absorbing the Smart Missile. Completely unaffected by it. This is how you avoid the Smart Missile in general, by attacking or being in active frames when it Hits You.

Come on Dude. Give me more credit than this. Would I refer to scrub Sektors or Scrub play? That is insulting.

Do you want to test or allow me to show you what I am describing?

@Shock @Konqrr
 
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DWednesday

Undisputed #1 ScrubBot Worldwide.
Thanks for your input!
No worries buddy :)
Thanks for responding to people :) (This is aimed at @Shock too)
Also, one thing I noticed when testing is with the reduced range on Air Throw, it is very difficult or impossible to get the Air Throw on this combo -- Teleport Uppercut, burst jab to JK... It's not a big deal as you can leave out the burst jab, but I know some people will bitch about that lol
I am those people :D
Although this is a balance hack, not a "make sure my character gets to keep his 51% damage, easy execution combo, consisting of only 4 hits" hack. :D