Konqrr
MK11 Kabal = MK9 Kitana
You mean nerfs? dun dun dunnnnnnnnnnnnWhere's my Human Smoke buffs??
You mean nerfs? dun dun dunnnnnnnnnnnnWhere's my Human Smoke buffs??
Lol, what I really want is to see what is changed with Sheeva. Everything so far is awesome and I can't wait to play this shit!You mean nerfs? dun dun dunnnnnnnnnnnn
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??
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Just make her N64 MKT Sheeva plzLol, what I really want is to see what is changed with Sheeva. Everything so far is awesome and I can't wait to play this shit!
Dude, I command you to make this its own thread immediately. Serious.@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@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.
@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?I think that's a Mame / Kaillera specific issue, but I could be wrong.
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.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)
You mean nerfs? dun dun dunnnnnnnnnnnn
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.I loved watching you guys play MKT on N64 during the short-lived revival
Yeah, the way MKT64 works allows them to stay, but they aren't as dominant.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)
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.Yeah, the way MKT64 works allows them to stay, but they aren't as dominant.
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)
Sheeva was always viable, ill link u some footage when I get off work1.) @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?
them throw mix upsSheeva was always viable, ill link u some footage when I get off work