What's new

I got to beta test UMK3:TE @SummerJam (Thoughts & Impressions)

STRYKIE

Are ya' ready for MK11 kids?!
ORIGINAL SUB-ZERO (OSZ) CHANGES
* COMBO CHANGES:
-- Recovery decreased for 3-hit kick ender combo by 6 frames
-- Recovery decreased for 4-hit popup combo by 7 frames
-- DP has been removed from the LK part of the HP,HP,LK,B+HK,F+LK combo

* ICEBALL CHANGES:
-- Recovery increased by 3 frames so it is no longer safe on block
-- Startup on Iceball has been reduced by 3 frames. It now matches the startup of USub.
-- Iceball now cause damage on chip and hit (3px each)
NOTE: Hit damage may be removed, but chip damage will stay.
-- Freeze duration has been reduced by 16 frames
NOTE: Iceball is still bound by the rule that it cannot be used if the combo counter is >= 2

* GROUND ICE CHANGES:
-- Hitbox slightly expanded horizontally
-- Active frames increased from 80 to 112
-- Recovery reduced by 4 frames

* SLIDE CHANGES:
-- Slide is now a low attack

* VARIOUS CHANGES:
-- Iceball can now be used when Ground Ice is active


Where's my Human Smoke buffs??

:DOGE
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
@R.E.O.

I have the current changelist right here from the hacker (with some additions to Kabal, Kitana, USub, and OSub since Summer Jam):

UMK3:TE Hack Changelog (as of 9/2/2014)
New stuff since Summer Jam highlighted in Cyan

KABAL CHANGES
* COMBO CHANGES:
-- Knee,LK now chains to D+LP,D+HP
-- Knee,LK,B+HK has been removed
-- Animation for D+LP sped up

-- Damage reduced for LK,LK,HK,B+HK combo
-- Damage increased for Hooksword combo ender
-- Recovery after Hooksword combo ender reduced to allow combos in the corner, sweep midscreen against some characters, sweep in the corner against everyone, and Blur if only last hit connects.

* BLUR CHANGES:
-- Damage Protection added
-- 5 frames added to startup (now active on frame 7)
-- Recovery increased slightly on hit/whiff and block
-- Glitch where Damage Protection is removed when airborne opponent falls out of Blur reaction animation has been fixed
-- Glitch where opponent can air special out of recovery after Blur reaction wears off in the air has been fixed

* FIREBALL CHANGES:
-- Damage Protection added
-- Damage reduced from 23 to 18

* GROUND SAW CHANGES:
-- Damage Protection added
-- Startup reduced to allow use in combos (does not work on all characters, best if used after aaBlur)
NOTE: The hitbox will be looked at to see if it will work on all characters
-- Hit limit changed to allow use after any combo of up to 5 hits
-- Saw no longer disappears if Kabal is hit or forced to block
-- Saw now must be blocked low
NOTE: Saw does NOT grant a free hit at this time

* VARIOUS CHANGES:
-- Throw damage reduced from 32 to 21

UNMASKED SUB-ZERO (USUB) CHANGES
* COMBO CHANGES:
-- Elbow hitbox adjusted so it no longer whiffs against Female Ninjas after a Jump Starter
-- DP has been removed from the LK part of his 5/6-hit combo
-- DP has been added to the HK part of his 5/6-hit combo
-- Recovery on the HP,HP,B+HK and HP,HP,LP,B+HK combos have been reduced by 5 frames. This makes him -2 (-1 FA) on hit and even (+1 FA) on block.

* ICEBALL CHANGES:
-- Recovery increased by 3 frames so it is no longer safe on block
-- Iceball and Shower now cause damage on chip and hit (3px each)
NOTE: Hit damage may be removed, but chip damage will stay.
-- Freeze duration has been reduced by 16 frames

* DECOY CHANGES:
-- Decoy is now active for 8 additional frames
-- The Disable Timer for Decoy has been increased from 256 frames to 288 (previous version was 240)
-- The Proximity Failure distance for Decoy has been cut in half.
NOTE: The success distance from touching your opponent was about 17-19 pixels, so the distance was reduced by 9.

* SLIDE CHANGES:
-- Slide is now a low attack

* HITBOX CHANGES:
-- Slide hitbox changed to match OSZ/Reptile so it can now be used as crossup defense or jump back
-- Jump Kick hitbox increased downward and back.
-- * It now hits every character crouching and not blocking
-- * It no longer whiffs in the mirror match when both characters jump and kick at the same time
-- Jump Punch hitbox increased horizontally (it was too narrow before and would whiff when you were sure it hit)

* VARIOUS CHANGES:
-- Sub can now throw an Iceball when Decoy is active

ORIGINAL SUB-ZERO (OSZ) CHANGES
* COMBO CHANGES:
-- Recovery decreased for 3-hit kick ender combo by 6 frames
-- Recovery decreased for 4-hit popup combo by 7 frames
-- DP has been removed from the LK part of the HP,HP,LK,B+HK,F+LK combo

* ICEBALL CHANGES:
-- Recovery increased by 3 frames so it is no longer safe on block
-- Startup on Iceball has been reduced by 3 frames. It now matches the startup of USub.
-- Iceball now cause damage on chip and hit (3px each)
NOTE: Hit damage may be removed, but chip damage will stay.
-- Freeze duration has been reduced by 16 frames
NOTE: Iceball is still bound by the rule that it cannot be used if the combo counter is >= 2

* GROUND ICE CHANGES:
-- Hitbox slightly expanded horizontally
-- Active frames increased from 80 to 112
-- Recovery reduced by 4 frames

* SLIDE CHANGES:
-- Slide is now a low attack

* VARIOUS CHANGES:
-- Iceball can now be used when Ground Ice is active

SCORPION CHANGES
* COMBO CHANGES
-- Hit reaction on HP,HP,U+LP changed to match Jax HP,HP,Blk,LP hit reaction
-- Recovery on HP,HP,U+LP reduced by 8 frames to allow Spear followup on all characters
-- Damage Protection added on the HK part of HP,HP,HK (this was done to equalize HK,HP,HP,HK,B+HK damage)
-- New combo paths added
-- * Knee Starter,HP,HP,+variations
-- * Knee Starter,D+HP,U+LP (D+HP animation sped up to combo easier)

KITANA CHANGES
* COMBO CHANGES:
-- HK,HK now branches to B+LP
-- New option added after HK,HK,LK. You can do either HK,HK,LK,B+HK or HK,HK,LK,F+LK,B+HK

* FAN THROW CHANGES:
-- Double Damage Protection added to Fan Throw
-- Damage reduced from 22 to 18

* FAN LIFT CHANGES:
-- Damage Protection has been removed
-- Damage Protection added to the Fan Lift once the "lift" is done and they begin falling to the ground
NOTE: This was done to prevent 40%+ combos off of a Fan Lift outside of the corner.

-- Fan Lift now does chip damage
-- Recovery on whiff reduced from 192 frames to 80 frames
-- Recovery on block reduced from 80 frames to 40 frames

* SQUARE WAVE CHANGES:
-- Input changed to F,D,B,HP and input window reduced to prevent accidental activation when trying to uppercut while holding D+B to avoid throws
-- Kitana now recovers/falls faster after active frames

* VARIOUS CHANGES:
-- Throw damage reduced from 32 to 21

MILEENA CHANGES
* COMBO CHANGES:
-- Recovery after HP,HP,U+LP,D+LP reduced by 10 frames

* ROLL CHANGES:
-- Damage Protection removed from Roll ONLY if it is the first hit in a combo

CYRAX CHANGES
* NET CHANGES:
-- Damage Protection added to Net if hit count >= 2
NOTE: This was done to prevent 50%+ combos from a throw.

* THROW CHANGES:
-- Damage Protection removed
-- Damage reduced from 26 to 15
NOTE: This damage will most likely be reverted.

* AIR THROW CHANGES:
-- Input window increased from 6 to 10 frames upon touching opponent (the hitbox has not been changed, just the input window)
NOTE: This move is still broken on the damage readout... no matter what the damage scaling is, it always adds the full 19 damage to the total damage count.

* BOMB THROW CHANGES:
-- Recovery on Bomb Throw reduced by 3 frames (22 to 19)
-- Recovery on Dud reduced by 10 frames (32 to 22)

LIU KANG CHANGES
* COMBO CHANGES:
-- 3-hit popup now has Damage Protection instead of Double Damage Protection

SINDEL CHANGES
* SCREAM CHANGES:
-- Scream no longer decreases the hit count
NOTE: This means that every aaHP to Scream counts the HP instead of erasing it.
-- Scream now does chip damage

* FLIGHT CHANGES:
-- Startup animation sped up
-- You can move sooner after activation

NIGHTWOLF CHANGES
* COMBO CHANGES:
-- Knee downward hitbox reduced to remove HK,HK,B+HK corner infinite.

* CHARGE CHANGES:
-- 3 frames added to startup (Charge now active on frame 9)
-- Recovery increased by 2 frames (16 to 18)

JADE CHANGES
* COMBO CHANGES:
-- HK,HK now branches to D+LP
-- New option added after HK,HK,LK. You can do either HK,HK,LK,B+HK or HK,HK,LK,B+LK,B+HK
-- Damage Protection removed from the LK in the HP,HP,D+LP,LK combo
-- Damage reduced from 7 to 3 on the LK in the HP,HP,D+LP,LK combo
-- Damage reduced from 7 to 3 on the LK in the HK,HK,LK combo
NOTE: The damage changes were to give her 7-hit more damage (>25%) but not MK3 damage (34%)... it is 30% now.

* GREEN KICK CHANGES:
-- Hit limit increased from 2 to 6
-- Block recovery reduced from 32 to 30
-- Hit recovery increased from 16 to 19
NOTE: This is to prevent crazy corner combos with the increased hit limit... you cannot get more than 2-3 in a row.
-- Whiff recovery reduced from 40 to 32
-- Distance traveled (active frames) increased by 1 frame

That's it for now.
Dude, I command you to make this its own thread immediately. Serious.
 

TONY-T

Mad scientist
Does this version have the extra characters like the juggernauts hack? I managed to get the UMK2 hack and UMK3 juggernauts hack working and playable through the mame emulator on my ps3. Keen to see if this new version will work too.
 

Shock

Administrator
Premium Supporter
The hacker has plans to implement the hidden characters like the Juggernaut hack on his own without using the Juggernaut hack directly, but that's a little ways off.

I agree that UMK3TE needs to have a dedicated thread immediately as changes are made and discussed, @Konqrr if you haven't already perhaps you should repost that info.
 

John Grizzly

The axe that clears the forest
Wow, such great info in here. I really cannot believe that so many years later I have a huge renewed interest in UMK3 (not that I didn't still play it regularly anyway, but this is crazy).

This seems way more in depth than the UMK2 changes, but I assume that's due to the limitations of the MK2 engine.

Unmasked Sub Zero seems like an absolute monster. Over 40% for a freeze? God damn. Does his 6 hit string now do more damage than his 5 hit string? I never understood why that happened.

I'm really interested to see the Ermac changes. I hope he doesn't get hit too hard.
 

JAP

Combo maker
@R.E.O.

I have the current changelist right here from the hacker (with some additions to Kabal, Kitana, USub, and OSub since Summer Jam):

UMK3:TE Hack Changelog (as of 9/2/2014)
New stuff since Summer Jam highlighted in Cyan

KABAL CHANGES
* COMBO CHANGES:
-- Knee,LK now chains to D+LP,D+HP
-- Knee,LK,B+HK has been removed
-- Animation for D+LP sped up

-- Damage reduced for LK,LK,HK,B+HK combo
-- Damage increased for Hooksword combo ender
-- Recovery after Hooksword combo ender reduced to allow combos in the corner, sweep midscreen against some characters, sweep in the corner against everyone, and Blur if only last hit connects.

* BLUR CHANGES:
-- Damage Protection added
-- 5 frames added to startup (now active on frame 7)
-- Recovery increased slightly on hit/whiff and block
-- Glitch where Damage Protection is removed when airborne opponent falls out of Blur reaction animation has been fixed
-- Glitch where opponent can air special out of recovery after Blur reaction wears off in the air has been fixed

* FIREBALL CHANGES:
-- Damage Protection added
-- Damage reduced from 23 to 18

* GROUND SAW CHANGES:
-- Damage Protection added
-- Startup reduced to allow use in combos (does not work on all characters, best if used after aaBlur)
NOTE: The hitbox will be looked at to see if it will work on all characters
-- Hit limit changed to allow use after any combo of up to 5 hits
-- Saw no longer disappears if Kabal is hit or forced to block
-- Saw now must be blocked low
NOTE: Saw does NOT grant a free hit at this time

* VARIOUS CHANGES:
-- Throw damage reduced from 32 to 21

UNMASKED SUB-ZERO (USUB) CHANGES
* COMBO CHANGES:
-- Elbow hitbox adjusted so it no longer whiffs against Female Ninjas after a Jump Starter
-- DP has been removed from the LK part of his 5/6-hit combo
-- DP has been added to the HK part of his 5/6-hit combo
-- Recovery on the HP,HP,B+HK and HP,HP,LP,B+HK combos have been reduced by 5 frames. This makes him -2 (-1 FA) on hit and even (+1 FA) on block.

* ICEBALL CHANGES:
-- Recovery increased by 3 frames so it is no longer safe on block
-- Iceball and Shower now cause damage on chip and hit (3px each)
NOTE: Hit damage may be removed, but chip damage will stay.
-- Freeze duration has been reduced by 16 frames

* DECOY CHANGES:
-- Decoy is now active for 8 additional frames
-- The Disable Timer for Decoy has been increased from 256 frames to 288 (previous version was 240)
-- The Proximity Failure distance for Decoy has been cut in half.
NOTE: The success distance from touching your opponent was about 17-19 pixels, so the distance was reduced by 9.

* SLIDE CHANGES:
-- Slide is now a low attack

* HITBOX CHANGES:
-- Slide hitbox changed to match OSZ/Reptile so it can now be used as crossup defense or jump back
-- Jump Kick hitbox increased downward and back.
-- * It now hits every character crouching and not blocking
-- * It no longer whiffs in the mirror match when both characters jump and kick at the same time
-- Jump Punch hitbox increased horizontally (it was too narrow before and would whiff when you were sure it hit)

* VARIOUS CHANGES:
-- Sub can now throw an Iceball when Decoy is active

ORIGINAL SUB-ZERO (OSZ) CHANGES
* COMBO CHANGES:
-- Recovery decreased for 3-hit kick ender combo by 6 frames
-- Recovery decreased for 4-hit popup combo by 7 frames
-- DP has been removed from the LK part of the HP,HP,LK,B+HK,F+LK combo

* ICEBALL CHANGES:
-- Recovery increased by 3 frames so it is no longer safe on block
-- Startup on Iceball has been reduced by 3 frames. It now matches the startup of USub.
-- Iceball now cause damage on chip and hit (3px each)
NOTE: Hit damage may be removed, but chip damage will stay.
-- Freeze duration has been reduced by 16 frames
NOTE: Iceball is still bound by the rule that it cannot be used if the combo counter is >= 2

* GROUND ICE CHANGES:
-- Hitbox slightly expanded horizontally
-- Active frames increased from 80 to 112
-- Recovery reduced by 4 frames

* SLIDE CHANGES:
-- Slide is now a low attack

* VARIOUS CHANGES:
-- Iceball can now be used when Ground Ice is active

SCORPION CHANGES
* COMBO CHANGES
-- Hit reaction on HP,HP,U+LP changed to match Jax HP,HP,Blk,LP hit reaction
-- Recovery on HP,HP,U+LP reduced by 8 frames to allow Spear followup on all characters
-- Damage Protection added on the HK part of HP,HP,HK (this was done to equalize HK,HP,HP,HK,B+HK damage)
-- New combo paths added
-- * Knee Starter,HP,HP,+variations
-- * Knee Starter,D+HP,U+LP (D+HP animation sped up to combo easier)

KITANA CHANGES
* COMBO CHANGES:
-- HK,HK now branches to B+LP
-- New option added after HK,HK,LK. You can do either HK,HK,LK,B+HK or HK,HK,LK,F+LK,B+HK

* FAN THROW CHANGES:
-- Double Damage Protection added to Fan Throw
-- Damage reduced from 22 to 18

* FAN LIFT CHANGES:
-- Damage Protection has been removed
-- Damage Protection added to the Fan Lift once the "lift" is done and they begin falling to the ground
NOTE: This was done to prevent 40%+ combos off of a Fan Lift outside of the corner.

-- Fan Lift now does chip damage
-- Recovery on whiff reduced from 192 frames to 80 frames
-- Recovery on block reduced from 80 frames to 40 frames

* SQUARE WAVE CHANGES:
-- Input changed to F,D,B,HP and input window reduced to prevent accidental activation when trying to uppercut while holding D+B to avoid throws
-- Kitana now recovers/falls faster after active frames

* VARIOUS CHANGES:
-- Throw damage reduced from 32 to 21

MILEENA CHANGES
* COMBO CHANGES:
-- Recovery after HP,HP,U+LP,D+LP reduced by 10 frames

* ROLL CHANGES:
-- Damage Protection removed from Roll ONLY if it is the first hit in a combo

CYRAX CHANGES
* NET CHANGES:
-- Damage Protection added to Net if hit count >= 2
NOTE: This was done to prevent 50%+ combos from a throw.

* THROW CHANGES:
-- Damage Protection removed
-- Damage reduced from 26 to 15
NOTE: This damage will most likely be reverted.

* AIR THROW CHANGES:
-- Input window increased from 6 to 10 frames upon touching opponent (the hitbox has not been changed, just the input window)
NOTE: This move is still broken on the damage readout... no matter what the damage scaling is, it always adds the full 19 damage to the total damage count.

* BOMB THROW CHANGES:
-- Recovery on Bomb Throw reduced by 3 frames (22 to 19)
-- Recovery on Dud reduced by 10 frames (32 to 22)

LIU KANG CHANGES
* COMBO CHANGES:
-- 3-hit popup now has Damage Protection instead of Double Damage Protection

SINDEL CHANGES
* SCREAM CHANGES:
-- Scream no longer decreases the hit count
NOTE: This means that every aaHP to Scream counts the HP instead of erasing it.
-- Scream now does chip damage

* FLIGHT CHANGES:
-- Startup animation sped up
-- You can move sooner after activation

NIGHTWOLF CHANGES
* COMBO CHANGES:
-- Knee downward hitbox reduced to remove HK,HK,B+HK corner infinite.

* CHARGE CHANGES:
-- 3 frames added to startup (Charge now active on frame 9)
-- Recovery increased by 2 frames (16 to 18)

JADE CHANGES
* COMBO CHANGES:
-- HK,HK now branches to D+LP
-- New option added after HK,HK,LK. You can do either HK,HK,LK,B+HK or HK,HK,LK,B+LK,B+HK
-- Damage Protection removed from the LK in the HP,HP,D+LP,LK combo
-- Damage reduced from 7 to 3 on the LK in the HP,HP,D+LP,LK combo
-- Damage reduced from 7 to 3 on the LK in the HK,HK,LK combo
NOTE: The damage changes were to give her 7-hit more damage (>25%) but not MK3 damage (34%)... it is 30% now.

* GREEN KICK CHANGES:
-- Hit limit increased from 2 to 6
-- Block recovery reduced from 32 to 30
-- Hit recovery increased from 16 to 19
NOTE: This is to prevent crazy corner combos with the increased hit limit... you cannot get more than 2-3 in a row.
-- Whiff recovery reduced from 40 to 32
-- Distance traveled (active frames) increased by 1 frame

That's it for now.
Shang pls :rolleyes:
not morphback attack combos pls
transformation smoke´s pls
HK HK LK HK timing modification pls
Flame eruption modif .... :DOGE
 

John Grizzly

The axe that clears the forest
Holy shit, that 55% Mileena combo at 3:10 was sick! Here's a link with that timestamp if anyone cares:

Edit: Shit, my link isn't playing at the right time. The timestamp is 3:10:50 for the combo.
 

9.95

Noob
My biggest concern, of course, is that the hacker tackle glitch jabs properly. I'm no master of UMK3, but before GJ's dominated the game, I always held my own... barring, of course, round 3 matches against @Shock where I'm stuck in the corner against his Ermac and he hits me for over 100% to win WHILE he's on danger. (Matt has done this to me twice IN TOURNAMENT where I was on the verge of beating him, LOL)

Anyway, after playing N64 MKT for a while with @R.E.O. and absolutely loving the ability to stuff GJ's with crouching attacks (b/c the cr. attacks grant advantage on hit and block because the startup and recovery on them are MUCH faster) and be able to mount my own offense (that doesn't consist of more GJ's, but instead an opportunity to mix up based on my character choice) I pray that this is how the hacker chooses to nullify the GJ's. That way instead of REMOVING them, they become a viable, yet risky tactic.

Otherwise, I really don't know what can be done to nullify them without removing them completely which ruins certain things (like baiting Kabal spins)
 

VenomX-90

"On your Knees!"
I think that's a Mame / Kaillera specific issue, but I could be wrong.
@R.E.O. Yeah I think it is MAME, b/c I have the emulator and after I unlocked those 3 characters afterwards teh character selection screen fucks up sometimes. Since this is a Hack, you think they are gonna fix that issue?
 

John Grizzly

The axe that clears the forest
My biggest concern, of course, is that the hacker tackle glitch jabs properly. I'm no master of UMK3, but before GJ's dominated the game, I always held my own... barring, of course, round 3 matches against @Shock where I'm stuck in the corner against his Ermac and he hits me for over 100% to win WHILE he's on danger. (Matt has done this to me twice IN TOURNAMENT where I was on the verge of beating him, LOL)

Anyway, after playing N64 MKT for a while with @R.E.O. and absolutely loving the ability to stuff GJ's with crouching attacks (b/c the cr. attacks grant advantage on hit and block because the startup and recovery on them are MUCH faster) and be able to mount my own offense (that doesn't consist of more GJ's, but instead an opportunity to mix up based on my character choice) I pray that this is how the hacker chooses to nullify the GJ's. That way instead of REMOVING them, they become a viable, yet risky tactic.

Otherwise, I really don't know what can be done to nullify them without removing them completely which ruins certain things (like baiting Kabal spins)
I know it's a high level strategy and all, but I can say that the glitch jabbing is incredibly boring to watch. I loved watching you guys play MKT on N64 during the short-lived revival of that game for the exact reasons you mentioned. I noticed REO got Shock in the corner with Kabal in this video and just chipped him to death with those jabs.

I really hope the glitch jabbing is removed. I think it would make this game a lot more interesting to watch. Actually, not removed, but less viable, I guess. The way they work in MKT seems perfect to me.
 

9.95

Noob
I loved watching you guys play MKT on N64 during the short-lived revival
Short lived, but only temporarily short lived. Both @R.E.O. and I still talk about playing it and want to, it's just that my life has changed drastically (and will continue to change since my son is due to be born on Halloween) and I can't commit any consistent time to playing or streaming at the moment or in the near future. I also just moved, literally over Labor Day weekend, so once we're settled, my son is born, and my wife and I have adapted to taking care of him and sharing the workload, I'll find a way to get back to playing and streaming from home again with some MKT and this new UMK3:TE once it's released, as well as a little UMK2. We're also looking to try and do a little MK4 as well. Here's to hoping we see a well emulated arcade version of it soon.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
My biggest concern, of course, is that the hacker tackle glitch jabs properly. I'm no master of UMK3, but before GJ's dominated the game, I always held my own... barring, of course, round 3 matches against @Shock where I'm stuck in the corner against his Ermac and he hits me for over 100% to win WHILE he's on danger. (Matt has done this to me twice IN TOURNAMENT where I was on the verge of beating him, LOL)

Anyway, after playing N64 MKT for a while with @R.E.O. and absolutely loving the ability to stuff GJ's with crouching attacks (b/c the cr. attacks grant advantage on hit and block because the startup and recovery on them are MUCH faster) and be able to mount my own offense (that doesn't consist of more GJ's, but instead an opportunity to mix up based on my character choice) I pray that this is how the hacker chooses to nullify the GJ's. That way instead of REMOVING them, they become a viable, yet risky tactic.

Otherwise, I really don't know what can be done to nullify them without removing them completely which ruins certain things (like baiting Kabal spins)
Yeah, the way MKT64 works allows them to stay, but they aren't as dominant.
 

9.95

Noob
Yeah, the way MKT64 works allows them to stay, but they aren't as dominant.
TBH, I'm not sure if the cr. attacks keep you in hit/block stun longer or if they startup faster (pretty sure they do or cr.hk wouldn't work as an anti-air the way they do in MKT) and recover faster, or a combination of both. Regardless, one of the things @R.E.O. and I rave about with N64 MKT is that the gj's are available and viable, but not dominant or OP. They are there and viable, but risky.
 

RunwayMafia

Shoot them. Shoot them all.
1.) @R.E.O. It's awesome to see you active on the threads again ;)

2.) So what exactly is this? A hacked version of UMK3 that they managed to balance? Is it only available on PC? And what about Sheeva, is she now viable?
 

SZSR

Noob
I always held my own... barring, of course, round 3 matches against @Shock where I'm stuck in the corner against his Ermac and he hits me for over 100% to win WHILE he's on danger. (Matt has done this to me twice IN TOURNAMENT where I was on the verge of beating him, LOL)
He needs it. :DOGE
 

Shock

Administrator
Premium Supporter
@John Grizzly there was a strangely implemented damage protection rule placed in his 6 hit combo that caused the issue, it has since been fixed so his damage is more logical, and thanks for the Mileena combo recognition, that's one of my specialities.

@JAP Smoke morphs are possible from what I am aware.

@zaf No Ermac changes yet but plans are mostly nerfs, like ake his TKS count as part of his combo, possibly add DP on the second usage, and give him actual animation during his fireball recovery so it doesn't go from full haduoken to instant stand. I doubt the actual recovery time will change. He will likely not have any more 100% combos but he'll still be able to get big damage.

@9.95 Glitch jabs might be eliminated if the theory works. If not, the only character to worry about was Kabal and the way he has been nerfed he will no longer be so dominant simply because of them.

@VenomX-90 This glitch generally only happens on mame and I believe it has happened on console emulations but I've never seen it ever happen on an arcade board. If there's a way to correct it, it will be done. It has something to do with calling player 2's palette on a win or loss IIRC. I have not discussed this with the author of this hack yet but I will.

@MKF30 Sektor will get some minor buffs I believe that will expand his offense and definitely plans to enable dumb/smart missile combos for player 2 Sektor.

@RunwayMafia This is a balance hack of UMK3 arcade similar to that of MKII made by the same anonymous author and it's damn impressive.

Something I really like that's been discovered is the ability to determine when DP kicks in. It doesn't have to be something as simple as "yes or no" in a sense, you can determine at what point in a combo multiple usages would require it. If you have DP from the beginning of a combo due to one move, it does nothing, if you have no DP in does too much. A combination of the two in many cases seems fair, and double DP can be used in conjunction as well as to not hinder the normal usage of moves. You could reduce their damage all over the place and now you have this chippy little moves. This is unnecessary with what is sort of a relatively robust multi level damage scaling routine. Regular, DP and double DP all used in conjunction will lead to some great damage balance.
 
My biggest concern, of course, is that the hacker tackle glitch jabs properly. I'm no master of UMK3, but before GJ's dominated the game, I always held my own... barring, of course, round 3 matches against @Shock where I'm stuck in the corner against his Ermac and he hits me for over 100% to win WHILE he's on danger. (Matt has done this to me twice IN TOURNAMENT where I was on the verge of beating him, LOL)

Anyway, after playing N64 MKT for a while with @R.E.O. and absolutely loving the ability to stuff GJ's with crouching attacks (b/c the cr. attacks grant advantage on hit and block because the startup and recovery on them are MUCH faster) and be able to mount my own offense (that doesn't consist of more GJ's, but instead an opportunity to mix up based on my character choice) I pray that this is how the hacker chooses to nullify the GJ's. That way instead of REMOVING them, they become a viable, yet risky tactic.

Otherwise, I really don't know what can be done to nullify them without removing them completely which ruins certain things (like baiting Kabal spins)

I heard the hacker was going to increase speed and priority on sweeps.


For Liu Kang
:REO

Also, congrats! Having a kid will change your world, and your outlook on the world. My kids are the best thing in my life!
 

Juggs

Lose without excuses
Lead Moderator
1.) @R.E.O. It's awesome to see you active on the threads again ;)

2.) So what exactly is this? A hacked version of UMK3 that they managed to balance? Is it only available on PC? And what about Sheeva, is she now viable?
Sheeva was always viable, ill link u some footage when I get off work
 
I think I posted this in another thread… maybe @Konqrr or @Shock know since they work so closely with the hacker so far...
Any unused sprites or animation? Similar to Barakas blade spin, uncle Kung's superman, etc? Would be cool to know if there is an extra fatality laying around somewhere for classic sub or human smoke