What's new

Official UMK3:TE Changelog and Discussion Thread

Colares

Noob
Please, can someone help me?
After patching it says "mk-u122.bin not found(tried in umk3 umk3)"
Without the patch is running ok.
 

DWednesday

Undisputed #1 ScrubBot Worldwide.
Little point of interest: Neutral jumping vs. Forward/back jumping.

Would I be correct in thinking that neutral jumping has more pre-jump/startup/wakeup/whatever frames than jumping with a direction?


Example: Sheeva - JPS, 4-hit popup, aaHPHP, RH, Ground stomp with a certain timing, against someone trying to neutral jump on wakeup, will be inescapable, and will also reset the hit counter (due to the opponent being OTG) thus causing the "reptile forceball" reaction.

However, upon trying this against an opponent trying to diagonal jump on wakeup, it causes the stumble reaction.

I have absolutely no idea how I'd go about testing "frame-based" stuff, but I figure someone here might be able to shed some light on it for me? @Shock @Konqrr @ded (maybe?) @theTEhackerguy @anyoneelse?
 

Shock

Administrator
Premium Supporter
Little point of interest: Neutral jumping vs. Forward/back jumping.

Would I be correct in thinking that neutral jumping has more pre-jump/startup/wakeup/whatever frames than jumping with a direction?


Example: Sheeva - JPS, 4-hit popup, aaHPHP, RH, Ground stomp with a certain timing, against someone trying to neutral jump on wakeup, will be inescapable, and will also reset the hit counter (due to the opponent being OTG) thus causing the "reptile forceball" reaction.

However, upon trying this against an opponent trying to diagonal jump on wakeup, it causes the stumble reaction.

I have absolutely no idea how I'd go about testing "frame-based" stuff, but I figure someone here might be able to shed some light on it for me? @Shock @Konqrr @ded (maybe?) @theTEhackerguy @anyoneelse?
I believe that forward JP and netural JP both have the same earliest hit frame of around 10 or 11 frames.
 

GetSpookd

#1 Enemy : Rust.
Don't worry, "when" the hacker gets back going on this, Sheeva's Stomp will popup based on proximity, so there will be no resets after a RH ender.
Good to know !
Any news from him? Like, in general?

I still havent forgot about that forward TP for Scorpion :^)
 
Last edited:

DWednesday

Undisputed #1 ScrubBot Worldwide.
@DWednesday
No mention about Sheeva's 100% :^) ?
That's why I was asking about the neutral jump vs. the diagonal jump, cause the hit counter reset doesn't work (I mean, it might, I just haven't gotten it to work) if they diagonal jump to avoid the GS. If they try a neutral jump, then a 100 is doable, and I haven't tested TPs/TUs/Other wakeup "airborne" specials.

But as @Konqrr said, it's gunna change to a proximity thing, so I probably won't look into it anymore :D
 
Hey prinygod from MAMEHub here. A while back a bunch of people from this forum had joined hub wanting to play mortal kombate. Just one problem, the then recent version had a bug that lagged and slowed down midway games :(

Well the bug was found and squashed finally and while there is no second chance for a first impression I wanted to come here and let the fans know its working
 

BustaUppa

Westbury Nathan's 4 Life
Not sure when I'll get to try it out, but thanks for the update! Glad to realize the performance was a real bug and not just a quirk with my computer. I was really stumped because MK games worked great for me on regular MAME.
 
Yeah the timing was really bad. The version before was working fine and just as we found out about the bug a bunch of people were coming in to play mk. Like worst possible timing
 
Punching shao kahn in the corner... Like a high punch in the corner (not hp starter) when he doesn't block forces pushback and shao's animation is like when he starts waving his arms before he blows up. Lol. Sektor can get almost 50% easy on him.

Sektor throws with the decreased throw recovery time give him instant rush down. Can almost go into infinite throw loop
 
Any chance we can get those recovery frames on Sonyas elbow/backhand knockdown removed? It's super negative on block, full punishable vs certain characters, and even on hit its not even a reset
 

Konqrr

MK11 Kabal = MK9 Kitana
Any chance we can get those recovery frames on Sonyas elbow/backhand knockdown removed? It's super negative on block, full punishable vs certain characters, and even on hit its not even a reset
I tested this just now with 2.0.034 and 2.0.032b8 and it's not punishable on block by anyone not named Sub-Zero or Reptile (Slide)... only -8 with FA. What is planned for this move is to remove the last two frames of animation on recovery as they don't make sense at all.
 

Konqrr

MK11 Kabal = MK9 Kitana
Here is what is changed so far in the new version:

Revision 2.0.034 Changes:
  • Reverted damage on Sheeva SUJK, SUJP, JP, Elbow, and Knee
  • Increase Sheeva Stomp disable timer from 128 to 160
  • Kabal Blur is now active 1 frame sooner (previous versions have 5 additional startup frames, this is now 4)
  • Reverted changes to Elbow/Knee hit reaction that gave the attacker more frames
  • Reverted U.Sub Slide hitbox changes
  • Reverted U.Sub JK downward hitbox changes (backward hitbox change still intact)
  • Added a proximity requirement to Sheeva Stomp for it to popup (currently just inside jump distance)
  • Fixed glitch where you could do a special move to keep Jade's Returnarang bouncing back and forth more than intended
  • Reduce Sindel Air Fireball Disable Timer by 12 frames (create routine to allow for different values depending on opponent's proximity to the corner, currently they are the same at 36 frames)
  • Jade Green Kick now uses its own Hit Reaction Routine with less knockback and original screen shake on hit.
  • Stryker Riot Gun recovery reduced by 9 frames on ground collision (hit or block)
  • Removed the last two animation recovery frames from Sonya's B+HP Combo Ender
  • Fix recovery animation for characters with added autocombo paths
    • Jade Knee,HK fixed
    • Kabal Knee,LK fixed
    • Ermac Knee,HK fixed
    • Kitana Knee,HK fixed
@tehdrewsus FYI, Sonya combo ender B+HP is now 0 on block in FA
 
what else has changed? Watching UMK3 TE this weekend, I noticed scorpion can jump over an opponent while in spear stun. Does this apply to Robot/Human smoke as well?
 
only scorpion
Can we get a complete list of changes soon?
Looks like scorpion is getting 45+ off either a spear or a mini popup, the Zero brothers have easy 40% plus combos and insane containment options, noob in his current form can get 40+ easy, mileena is 42% off a roll...
And human smoke has to bust his butt to get 35%, and if the spear is hit 4 or 5 in a combo, you're doing chip damage afterwards.
But he did get invisibility :DOGE

Sounds more like UMK3:TS (tier swap). Not that my voice matters but with all these high damage combos, why don't we give everyone boss damage? That way half the cast doesn't end a round in 2 combos. Good and consistent execution makes a good tournament edition I think.
 
Does this game the option to enable visible hitboxes?
I think the author made it possible in UMKII:TE with the Throwing Disabled "kode" if I remember correctly.
He made it for this game? not yet? never will do it?