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Official UMK3:TE Changelog and Discussion Thread

Konqrr

MK11 Kabal = MK9 Kitana
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?
I forgot that some characters' GP make it blow up without causing a reaction. It still connects against other robots. It was an oversight, I apologize.
 

dubson

Noob
I forgot that some characters' GP make it blow up without causing a reaction. It still connects against other robots. It was an oversight, I apologize.
No worries

So it is character specific then? That I did not know….

Some characters? Or most? Works on Robots? That's only 2 other characters out of over 20.

I still feel in general it should be dealt with, as he is completely basic without that element to his game, and having his best special move completely nullified.

Which brings us back to Golden Punching… lol. #SoGarbage.
 
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Matix218

Get over here!
Like I've said, I don't know how it could even be possible to remove them. They're apart of the core engine, not only in UMK3, but from MK1 all the way to MK4. In the perfect world, we would get rid of glitch jabs but keep kara jabs. But, I think it will either be none of them, or they all stay. Personally, I don't mind either way. I've been an advocate for glitch jabs but 99% of the people who play hate them, so it's a sacrifice that I'm happy to make!
How can you advocate a move that lets you attack and block simultaneously? Just curious
 

GetSpookd

#1 Enemy : Rust.
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Konqrr

MK11 Kabal = MK9 Kitana
How can you advocate a move that lets you attack and block simultaneously? Just curious
That's how jabs work in all 2D MK games. Jabs have always been able to instantly block no matter what animation frame is out. It is a fundamental part of the classic games by using the kara jab as a sort of option select on wakeup or to block sweeps when advancing.

The problem is the jab flurry while holding block. This will definitely be looked into, but if fixing the GJs breaks the fundamental use of jabs in general, it will be reverted.
 

BustaUppa

Westbury Nathan's 4 Life
I might be mistaken but I think there's no MK3 Bank stage in UMK3
If I'm recalling an old @Shock post correctly, the bank stage is technically still in there (since the original MK3 rom chips are required for UMK3 to run), but the game is unable to access it due to some programming/memory limitations.

Anyway, I just have to chime in and say how amazing this project is! It really is a dream come true. God bless this hacker. I'm might end up lugging my old MAME desktop to my new apartment just for this, lol
 

Konqrr

MK11 Kabal = MK9 Kitana
If I'm recalling an old @Shock post correctly, the bank stage is technically still in there (since the original MK3 rom chips are required for UMK3 to run), but the game is unable to access it due to some programming/memory limitations.

Anyway, I just have to chime in and say how amazing this project is! It really is a dream come true. God bless this hacker. I'm might end up lugging my old MAME desktop to my new apartment just for this, lol
What Shock said about the second iteration in the loop of the Desert stage (quoted below) is in fact the Bank stage redirecting to the Desert so the game doesn't crash. The Bank music is still there and used, but the graphics for it were replaced with the sprites for the ninjas for Ultimate.

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.
 

STRYKIE

Are ya' ready for MK11 kids?!
What Shock said about the second iteration in the loop of the Desert stage is in fact the Bank stage redirecting to the Desert so the game doesn't crash. The Bank music is still there and used, but the graphics for it were replaced with the sprites for the ninjas for Ultimate.
Was the hidden portal stage in vanilla MK3 omitted from the UMK3 code through this method too? Only reason I'm not sure is because (AFAIK) it's not included in the standard stage cycle in the first place.
 
Will the "Get Ov--!" and "Come!" from scorpion and H smoke get fixed too? I know it has to do with blood spatter sound effect since turning the blood off allows the full voices to be heard.
 

STRYKIE

Are ya' ready for MK11 kids?!
Will the "Get Ov--!" and "Come!" from scorpion and H smoke get fixed too? I know it has to do with blood spatter sound effect since turning the blood off allows the full voices to be heard.
I thought this only happened in the initial release of MKAK due to middleware overlapping. I'm not discounting that there could be an entirely different cause of this but I honestly don't think that's ever happened to me on v1.2, or the DS/XBLA ports.
 
I thought this only happened in the initial release of MKAK due to middleware overlapping. I'm not discounting that there could be an entirely different cause of this but I honestly don't think that's ever happened to me on v1.2, or the DS/XBLA ports.
It works on ps3 mkak, but all the arcade / mame versions I've played, it's broken
 

Shock

Administrator
Premium Supporter
@BustaUppa - I use to be under the impression that all the data from MK3 was still there for UMK3, and that memory loading was the issue why we never saw the stuff, however we have come to discover over the years that they literally replaced stuff to get the new data on the chips here and there.

@Konqrr - @dubson - GPs don't always result in a hitless smart missile, if anything it has a good chance to force them to block. All moves can stop smart missiles from hitting you if timed correctly, including combos. I can't remember the exact part of the move, but I think they need to be hit by the missile when they have an active hitbox on screen. Easiest way to guarantee is a ducking LK, not to mention Jax, Sheeva and Stryker can just duck smart missiles without being hit. However, this doesn't change the fact that GPs are a mechanical flaw.

@STRYKIE - Robot Smoke's stage in MK3 was a red portal similar to the one in MKII. I liked this one more than the blue portal which is recycled in other BGs with different color schemes.

@tehdrewsus - the voice/sounds cutting out are due to the blood drops that hit the ground. The original arcade hardware likely had channel limitations that emulation could correct. This was very interesting to see happen, I don't know if there's a way to correct it without eliminating the trigger for calling the blood sound.

But getting back to glitch jabs, again, if they can be removed without changing anything else, like say if they are performed and it only punishes the user as a deterrent, it will be done.
 

STRYKIE

Are ya' ready for MK11 kids?!
@STRYKIE - Robot Smoke's stage in MK3 was a red portal similar to the one in MKII. I liked this one more than the blue portal which is recycled in other BGs with different color schemes.
Don't get me wrong, I know what the red/hidden portal looks like (used the code for it quite often in the PSX port of vanilla MK3), I was just wondering why exactly it was omitted from UMK3, but I assume it was part of the data replacement process you explained to Busta.
 

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
Revision 2.0.026 changes added

Changes to Sektor and Jax... but more importantly, no more corner jab infinite and NO MORE GLITCH JABS!
To be clear, Kara Jabs are still in, correct?