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Official UMK3:TE Changelog and Discussion Thread

Konqrr

MK11 Kabal = MK9 Kitana
UMK3:TE Hack Revision 2.0.042 Changelog (as of August 24th, 2018)

Patch Available - https://testyourmight.com/threads/umk3-te-revision-2-0-042-is-out-now.47204/

New stuff since the last update will be highlighted in Cyan
Things that were removed will be highlighted in Red for one update cycle

GENERAL CHANGES:
STAGE CHANGES:
  • Stage order changed - Subway, Street, Soul Chamber, Tower, Bridge, Rooftop, Temple, Bell Tower, Graveyard, Pit III, Lost (placeholder for Red Portal), Waterfront, Hell, Cave, Desert, Lost, Noob's Dorfen
  • Human Smoke and Noob are no longer forced to play on Lost/Dorfen when playing Single Player.
VS MODE:
  • Changed Vs. Mode Win Counter so it doesn't reset unless you lose against the CPU. This makes it keep track of total wins in Versus Mode (credit Drew Adkins aka tehdrewsus)
CHARACTER SELECT:
  • Noob Saibot and Human Smoke added to the select screen with portraits
  • Drones are now in front of the portraits on the select screen in 1v1 Kombat
  • Drones have been lowered
  • Borders added around Human Smoke and Noob Saibot (credit Drew Adkins aka tehdrewsus)
  • Fixed transparent pixel on Cyrax's portrait (credit Drew Adkins aka tehdrewsus)
KOMBAT KODE CHANGES:
  • Changed P1/P2 Half Power Kombat Kodes
    • from 033000 to 303000 and
    • from 000033 to 000303
NOTE: This prevents accidental use for the other player not putting in their side of certain Kombat Kodes.
  • Added new Kombat Kodes:
    • 100001 (Boss Lifebars) - All damage done to both players is reduced. The damage reduction is the same as against Motaro, Shao Kahn, or vanilla Noob Saibot
      • Replaces 122221 - "SKUNKY!! - E.F."
    • 101000 (P2 Boss Lifebar) - All damage done to P2 is reduced. The damage reduction is the same as against Motaro, Shao Kahn, or vanilla Noob Saibot.
      • Replaces 550550 - "GO SEE MORTAL KOMBAT THE LIVE TOUR!"
    • 000101 (P1 Boss Lifebar) - All damage done to P1 is reduced. The damage reduction is the same as against Motaro, Shao Kahn, or vanilla Noob Saibot
      • Replaces 717313 - "RAIN CAN BE FOUND AT THE GRAVEYARD"
    • 411411 (Randper Kombat II) - Randper, Throwing Encouraged, Boss Lifebars
      • Replaces 460460 - Randper Kombat (redundant version)
JABS:
  • Glitch Jabs Removed
NOTE: If you hold Block while trying to jab flurry, the jabs will end and you will Block. All other jab functionality remains the same.
  • Number of jabs on hit before iceskate reduced to 4 and 2 (opponent holding back)
  • The cancel window on all jabs has been reduced from 5 to 3.
NOTE: This removes the block infinite where you would time pressing LP for a jab flurry in the corner (LP~LP~etc) on the last two frames which allows the game to reset the block counter. This is planned to only be changed when the opponent is fully in the corner and the attacker is within jab range.
  • Corner jab iceskate recovery has been reduced by 4 frames for the attacker.
LOW KICK:
  • Recovery reduced by 6 frames on hit (now -6 down from -12)
C.HK:
  • Damage increased by 6 (12 to 18)
  • Recovery reduced by 4 frames on collision (16 to 12) **Previous reduction was 8 frames
  • Now causes collision against opponent's full sprite instead of their squeeze hitbox.
VARIOUS:
  • Fixed Set_His_Quarter_Damage so it actually sets the damage to 1/4
  • Ability to do a Finishing Move on Noob Saibot added
  • Relaunch Infinite removed (This may be set per character in the future)
NOTE: Now knocks back if the popup hit is the 10th hit or greater. The hit reaction used is Roundhouse.

CHARACTERS:

KABAL
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
  • 3 frames added to startup (now active on frame 5) *Previous change was 4f added, before that was 5f added
  • 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
  • Opponent dizzy reaction after Blur effect wears off has been sped up and duration reduced
FIREBALL CHANGES:
  • Damage Protection added
  • Damage reduced from 23 to 18
  • Ground Fireball recovery slightly reduced
  • Ground Fireball downward hitbox extended to connect on all characters in crouch block
  • Block Reaction changed to cause more blockstun and pushback
  • Recovery increased on Air Fireball
NOTE: 3f landing recovery at max height, 2f for lowest possible iAFB
GROUND SAW CHANGES:
  • No longer hits Jade out of her Projectile Invincibility
  • Damage Protection added
  • Startup reduced to allow use in combos
  • 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 against a grounded opponent in hitstun.
  • Hitbox adjusted to allow followup juggles on all characters when used on airborne opponents
  • Additional hit reaction cycle added to make landing combos more consistent.
HITBOX CHANGES:
  • Elbow hitbox reduced slightly. It can now be ducked under.
VARIOUS CHANGES:
  • Throw damage reduced from 32 to 21
**If you don't know about Frame Advantage (Player Priority) or Glitch Canceling, read up on the SRK UMK3 Wiki.

UNMASKED SUB-ZERO
COMBO CHANGES:
  • 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,LP,B+HK combo has been reduced by 8 frames. This makes him 0 (+1 FA) on hit and +2 (+3 FA) on block.
  • Damage on the LK part of the HP,HP,LP,LK combo decreased from 7 to 3
  • New combo ender added for HP, HP, B+HK:
    • HP, HP, B+HK, D, B, LP (Ice Clone)
ICEBALL CHANGES:
  • Recovery increased by 3 frames so it is no longer safe on block
  • Causes damage on hit and block (5 hit, 1 block)
  • Now causes Damage Protection if it is not the first hit of a combo. (REVERTED)
NOTE: This is to make refreeze combos do less damage but allow for corner carry. It is a tradeoff, damage or positioning.

ICE SHOWER CHANGES:
  • Causes damage on hit and block (5 hit, 1 block)
  • New move added: (REVERTED)
    • D, F, B, B, HP - Far Front Ice Shower
CLONE CHANGES:
  • Clone is now active for 8 additional frames
  • The Disable Timer for Clone has been decreased from 256 frames to 224
  • The Proximity Failure distance for Clone has been cut in half. (REVERTED)
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 (retains squeeze hitboxes)
HITBOX CHANGES:
  • Elbow hitbox adjusted so it no longer whiffs against Female Ninjas after a Jump Starter
  • Knee hitbox adjusted so it no longer whiffs against Female Ninjas after a Jump Starter
  • Jump Kick hitbox increased behind slightly.
  • 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
CLASSIC SUB-ZERO
GENERAL CHANGES:
  • Throw recovery reduced by 10 frames
  • Ability to change to Noob Saibot at the beginning of the round added.
    • Hold Back+Run+Block+LP+LK before the round starts
COMBO CHANGES:
  • Recovery decreased for 3-hit kick ender combo by 6 frames
  • Recovery decreased for 4-hit popup combo by 3 frames (was 7f previously)
  • DP has been removed from the LK part of the HP,HP,LK,B+HK,F+LK combo
  • The D+HP part of the HP,HP,D+LP,D+HP part has been changed to just HP and now causes Double DP
ICEBALL CHANGES:
  • Recovery increased by 3 frames so it is no longer safe on block
  • Startup has been reduced by 3 frames. It now matches the startup of USub.
  • Iceball now cause damage on chip and hit (3 hit, 3 block)
NOTE: Now uses separate data from USub

GROUND ICE CHANGES:

  • Hitbox slightly expanded horizontally by 10 pixels
  • Active frames increased from 80 to 112
  • Recovery reduced by 4 frames
SLIDE CHANGES:
  • Slide is now a low attack (retains squeeze hitboxes)
VARIOUS CHANGES:
  • Iceball can now be used when Ground Ice is active
SCORPION
GENERAL CHANGES:
  • Throw recovery reduced by 10 frames
  • Fixed game crash if you use the F,F,D,U,Run fatality on the subway (credit Drew Adkins aka tehdrewsus)
  • Fixed sound on "Come Here!" and "Get Over Here!" (credit Paul Eicher Jr. aka zpaul2fresh8)
COMBO CHANGES:
  • Hit reaction on HP,HP,U+LP changed to a custom launcher that allows a Spear or Teleport Punch followup
  • Recovery on HP,HP,U+LP reduced by 6 frames
  • U+LP combo ender now causes knockback using the Roundhouse hit reaction if the hit count is >=8
  • Damage reduced on the second HP of the HP,HP combo from 7 to 3
  • Damage reduced on the HK part of the Knee,HK combo from 7 to 3
  • Damage reduced on the last hit of the HP,HP,U+LP combo from 7 to 3
  • Block reaction changed on the last hit of the HP,HP,U+LP combo to cause less blockstun and pushback.
NOTE: This blockstring is now -3 on block down from being +10
AIR THROW CHANGES:
  • Glitch where Air Throw connects against Ermac right when he teleports causing him to remain invisible has been fixed.
  • Now adds a hit to the combo
  • Damage now counted on the combo damage readout
SPEAR CHANGES:
  • Damage Protection added if the hit count is >= 2
  • You can now jump while opponent is in Spear Hit Reaction (Scorpion ONLY)
TELEPORT PUNCH CHANGES:
  • Disable Timer increased from 80 frames to 112 frames
  • Block damage decreased from 4 to 2
  • Can no longer go through the wall if too close to the corner
NOTE: If you are too close to the corner, the Teleport will not pass through unless the opponent is being juggled.


KITANA
COMBO CHANGES:
  • New combo paths/options added:
    • 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
  • Damage on the B+LP part of the HK, HK, B+LP combo reduced from 10 to 3
FAN THROW CHANGES:
  • Causes Double DP
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 (from 0 to 3)
  • Recovery on whiff reduced from 192 frames to 80 frames
  • Recovery on block reduced from 80 frames to 40 frames
  • Startup reduced by 4 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 back to avoid throws
  • Causes Double DP
  • You can now throw an Air Fan during the recovery of the Square Wave after it hits if the Hit Count < 5
VARIOUS CHANGES:
  • Throw damage reduced from 32 to 21
MILEENA
COMBO CHANGES:
  • Recovery after HP,HP,U+LP,D+LP reduced by 10 frames
ROLL CHANGES:
  • Damage Protection removed from Roll if it is the first hit in a combo (REVERTED)
  • Damage increased from 16 to 22
TELEKICK CHANGES:
  • Recovery on hit reduced (you have more frame advantage on hit)
  • Whiff recovery greatly reduced
  • Block damage reduced from 3 to 2
CYRAX
COMBO CHANGES:
  • New combo enders for HP, HP, LP:
    • HP, HP, LP, F, F, LK (Far Bomb Throw)
    • HP, HP, LP, B, B, LK (Mid Bomb Throw)
    • HP, HP, LP, D, D, LK (Straight Down Bomb Throw)
NOTE: Far Bomb Throw after combo goes off the screen if done near the corner!

NET CHANGES:

  • Recovery reduced by 6 frames (26 to 20)
  • Damage Protection added to Net if hit count >= 2
  • Number of frames opponent caught in net has been increased by 22 frames
THROW CHANGES:
  • Damage increased from 26 to 32
  • Damage Protection routine call has been moved to run after the damage for the throw is applied.
NOTE: This makes it so the full throw damage happens, then DP is applied to everything that comes after.

TELEPORT CHANGES:
  • Animation sped up (it is much faster now, but punishable if scouted)
  • Now has a Disable Timer (96 frames)
AIR THROW CHANGES:
  • Input window increased from 6 to 10 frames upon touching opponent (the hitbox has not been changed, just the input window)
  • Damage now shows up correctly in the combo damage readout
  • Glitch where Air Throw connects against Ermac right when he teleports causing him to remain invisible has been fixed.
BOMB THROW CHANGES:
  • Recovery on Bomb Throw reduced by 5 frames (22 to 17)
  • Recovery on Dud reduced by 12 frames (32 to 20)
  • Added Straight Down Bomb
    • Hold LK, D, D, HK
HITBOX CHANGES:
  • Elbow hitbox adjusted so it no longer whiffs against Female Ninjas after a Jump Starter
LIU KANG
GENERAL CHANGES:
  • Throw recovery reduced by 6 frames
COMBO CHANGES:
  • 3-hit popup now has Damage Protection instead of Double Damage Protection
FIREBALL CHANGES:
  • Damage Protection added
  • Double DP added if hit count >= 7
  • High Fireball recovery reduced by 2 frames (16 to 14)
  • Low Fireball recovery reduced by 4 frames (24 to 20)
BICYCLE KICK CHANGES:
  • Run meter is no longer drained on hit
  • Ability to MBK removed
  • Now makes invisible opponents visible on hit
HITBOX CHANGES:
  • Elbow hitbox adjusted so it no longer whiffs against Female Ninjas after a Jump Starter
SINDEL
COMBO CHANGES:
  • Animation speed decreased on the HK part of the HP,HP,LP,HK combo ender
  • Recovery reduced by 6 frames on the HK part of the HP,HP,LP,HK combo ender
  • Damage reduced from 10 to 3 on the HP in the HP,HP combo starter
  • Damage reduced from 7 to 3 on the D+HP in the HP,HP,D+HP Popup combo
NOTE: This damage change reduces her Popup combo to 20% down from 27%

SCREAM CHANGES:
  • Scream now does chip damage (from 0 to 3)
  • Scream no longer decreases the hit count
NOTE: This means that every aaHP to Scream counts the HP instead of erasing it.
  • Scream now has Damage Protection if used when the hit count is >= 3
  • Scream disable hit limit has been increased by 1
NOTE: You can now use scream after the HP,HP,D+HP Popup combo

FLIGHT CHANGES:
  • Startup animation sped up
  • Movement speed requirement for animation change reduced
NOTE: The animation now changes when she is moving slower or changing directions. It looks and feels more fluid
  • You can move sooner after activation
  • Height when holding Up increased slightly
  • Bounce animation sped up slightly
  • Ability to use neutral jump attacks added
NOTE: You can only use attacks during Flight when you are high enough in the air. Doing an air attack from Flight stops all horizontal movement and you drop straight down.​
  • Disabled if hit count is >= 9
  • Damage Protection added if hit count is >= 4 and opponent is in a juggle state
AIR FIREBALL CHANGES:
  • Height restriction reduced
  • Disable Timer reduced by 12 frames (from 48 to 36)
NIGHTWOLF
COMBO CHANGES:
  • Recovery reduced by 16 frames on the HK part of the HP,HP,LP,HK combo ender
NOTE: It's no longer full combo punishable by certain characters on hit

AXE UPPERCUT CHANGES:
  • Double Damage Protection added on the Fast Axe Uppercut (autocombo version)
  • Double Damage Protection added if >= 3 hits
  • Damage increased from 18 to 24
  • Priority against air attacks has been removed
TACKLE CHANGES:
  • 3 frames added to startup (Tackle now active on frame 9)
  • Recovery increased by 2 frames (16 to 18)
REFLECT CHANGES:
  • Active frames reduced by 50%
ARROW CHANGES:
  • Recovery reduced by speeding the animation up
HITBOX CHANGES:
  • Knee downward hitbox reduced to remove HK,HK,B+HK corner infinite.
  • Elbow hitbox adjusted so it no longer whiffs against Female Ninjas after a Jump Starter
  • Knee hitbox adjusted so it no longer whiffs against Female Ninjas after a Jump Starter
JADE
GENERAL CHANGES:
  • Throw recovery reduced by 7 frames
COMBO CHANGES:
  • New combo paths/options added:
    • HK, HK now branches to D+LP, D+HP (cannot branch to 7-hit)
    • Damage on HK, HK, D+LP, D+HP combo reduced by 4%
    • D+HP combo ender recovery reduced by 2 frames (16 to 14)
    • New option added:
      • HK, HK, LK, B+LK, B+HK
  • Damage Protection added to the LK part of the Knee,HK,LK combo to equalize the damage for the new combo option.
  • Damage reduced from 7 to 3 on the LK in the Knee,HK,LK combo
  • 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
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 Reaction changed to knock opponent fullscreen
NOTE: If the opponent is all the way in the corner and the Hit Count is >= 2, then the Hit Reaction does not change. (Blood and screen shake removed)​
  • Damage Protection added
  • Double DP added if the Hit Count is >= 2
  • Hit limit increased from 2 to 6
  • Distance traveled (active frames) increased by 1 frame
  • Block recovery reduced from 32 to 30
  • Whiff recovery reduced from 40 to 32
  • 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.

BOOMERANG CHANGES:
  • Double DP added if not the first hit
  • All versions cause slight pushback on block
  • High Boomerang recovery reduced by 4 frames (32 to 28)
  • High Boomerang speed reduced to allow sharper up angle
  • Low Boomerang recovery reduced by 4 frames (32 to 28)
  • Low Boomerang speed reduced to allow sharper down angle
  • Boomerang recovery reduced by 6 frames (32 to 26)
  • Returnarang now comes back even if it hits
  • Returnarang is disabled if the Hit Count >= 8
PROJECTILE INVINCIBILITY CHANGES:
  • Causes Damage Protection if the opponent is in the corner, the opponent is being juggled by a jab, and the Hit Count >= 4
  • Now avoids Kabal's Ground Saw
HITBOX CHANGES:
  • Elbow hitbox adjusted so it whiffs against all crouching characters (it used to hit Female Ninjas, Kano, Kabal, and Shang Tsung)
SONYA
GENERAL CHANGES:
  • Throw recovery reduced by 10 frames
COMBO CHANGES:
  • Damage reduced from 7 to 3 on the U+LP part of the HP,HP,U+LP Popup combo ender
  • Removed the last two frames of the recovery animation on the B+HP combo ender
BICYCLE KICK CHANGES:
  • Disabled if opponent is in the Leg Grab hit reaction
NOTE: This prevents the corner counter hit infinite she has against some characters.

LEG GRAB CHANGES:
  • Now does block damage (from 0 to 3)
  • Damage reduced from 35 to 32
  • Damage after 3 hits changed from Quarter Damage to Half Damage
HITBOX CHANGES:
  • Elbow hitbox adjusted so it no longer whiffs against Female Ninjas after a Jump Starter
SEKTOR
GENERAL CHANGES:
  • Throw recovery reduced (now +20)
COMBO CHANGES:
  • New combo ender added:
    • HK, HK, F, D, B, HP (Smart Missile)
NOTE: Disable Timer added to Smart Missile (128 frames) which is only checked when used in this combo.
  • HP, HP, HK, B+HK changes:
    • Hit Reaction changed to knock opponent fullscreen
    • B+HK animation slowed down
    • Recovery reduced by 4 frames
  • HP, HP, HK, HK, B+HK changes:
    • Hit Reaction changed to cause opponent to stumble back
    • Recovery reduced by 4 frames (16 to 12)
MISSILE CHANGES:
  • Dumb Missiles now cause a knockdown on hit (Blood effect removed)
  • Dumb Missile causes more pushback on block
  • Dumb Missile block damage increased from 2 to 4
  • Dumb Missile recovery reduced by 2 frames
  • Smart Missile recovery reduced by 2 frames
  • Both players can now throw Dumb Missiles when a Smart Missile is active
NOTE: Previously, only P1 could do this.

TELEPORT UPPERCUT CHANGES:
  • Damage Protection added if it is the third hit
  • Disabled after 3 hits instead of 2
HITBOX CHANGES:
  • Elbow hitbox adjusted so it no longer whiffs against Female Ninjas after a Jump Starter
KUNG LAO
COMBO CHANGES:
  • Damage reduced on the first and second LP in the HP,LP,HP,LP combo (7 to 3)
NOTE: The damage on the 7-hit combo is now 30% down from 34%
  • Hit reaction on HP,LK,B+HK changed to match Jax HP,HP,Block,LP hit reaction
  • Recovery on HP,LK,B+HK reduced by 3 frames
NOTE: You can now follow up with Sweep or with a Spin in the corner (1-2 frame window)

HAT THROW CHANGES:
  • Disabled if the Hit Count >= 9
  • Recovery reduced by 2 frames
  • Input window reduced from 24 frames to 12 frames
NOTE: This reduces the chance of accidental Hat Throws when doing certain types of Run Jab pressure

DIVE KICK CHANGES:
  • Damage Protection added if used in juggles on hit and whiff
  • Double DP added if the Hit Count is >= 5
  • Recovery on hit increased by 2 frames
NOTE: This was done to prevent the corner infinite on some characters.

SPIN CHANGES:
  • Disabled after 4 hits
HITBOX CHANGES:
  • Elbow hitbox adjusted so it no longer whiffs against Female Ninjas after a Jump Starter
  • Knee hitbox adjusted so it no longer whiffs against Female Ninjas after a Jump Starter
SMOKE
HARPOON CHANGES:
  • Damage increased from 8 to 14
  • Damage Protection added if hit count >= 2
NOTE: Overall combo damage is reduced by 9-11%.
  • 2 frames added to startup (now active on frame 7)
NOTE: If your opponent is Smoke, Scorpion, or Human Smoke and you both throw a spear at the same time, Smoke's Spear will be active on frame 6 instead of frame 7. This will be fixed in the future.

AIR THROW CHANGES:
  • Damage reduced from 32 to 24
  • Damage when the hit count >= 3 is now 18
  • Damage now counted on the combo damage readout
  • Now adds a hit to the combo
  • Glitch where Air Throw connects against Ermac right when he teleports causing him to remain invisible has been fixed.
  • Range reduced by 8 pixels on both the X-axis and Y-axis
NOTE: It now matches the range of Scorpion's Air Throw.

INVISIBILITY CHANGES:
  • Disabled if opponent is in Harpoon reaction
  • Now uses Smoke Effect instead of Explosion Effect on activation
  • Now has a sound effect
  • Lasts for 495 frames (~15 in-game seconds)
NOTE: You can still use jab flurry to stay invisible but that is no longer a safe option.

HITBOX CHANGES:
  • Elbow hitbox adjusted so it no longer whiffs against Female Ninjas after a Jump Starter
KANO
SHAKER CHANGES:
  • Now causes block damage (from 0 to 3)
  • Glitch where Shaker connects against Ermac right when he teleports causing him to remain invisible has been fixed.
  • Now counts as a hit in the combo
  • Damage now counted on the combo damage readout
  • Recovery increased by 2 frames
NOTE: This prevents the corner infinite on some characters

AIR THROW CHANGES:
  • Damage increased from 16 to 20 (REVERTED)
  • Glitch where Air Throw connects against Ermac right when he teleports causing him to remain invisible has been fixed.
  • Now counts as a hit in the combo
  • Damage now counted on the combo damage readout
KNIFE UPPERCUT CHANGES:
  • Recovery reduced
  • Upward hitbox extended to allow easier combos
  • Double DP added
ROLL CHANGES:
  • Can no longer retain LK charge by releasing LK and holding it again on the next frame
  • Forward hitbox extended by 2 pixels to prevent whiffing against stand blocking Female Ninjas
HITBOX CHANGES:
  • Elbow hitbox adjusted so it no longer whiffs against Female Ninjas after a Jump Starter
  • C.HK hitbox extended forward slightly
JAX
COMBO CHANGES:
  • Damage reduced on the second and third hit of the HK,HK,D+HP combo from 7 to 3
  • Changed Elbow combo last ender hit reaction to ground bounce airborne opponents and stun grounded opponents (only works if only the last hit connects).
MISSILE CHANGES:
  • Disable Timer reduced by 32 frames (128 to 96)
GROUND POUND CHANGES:
  • Ability to MGP removed
  • Startup reduced by 6 frames
NOTE: Ground Pound recovery, if reduced, the minimum would be 9 frames and it makes the move too good.

GOTCHA GRAB CHANGES:
  • Now causes block damage (from 0 to 3)
  • Number of hits increased from 5 to 6
  • Damage decreased per hit from 7 to 6
  • Animation sped up
  • Damage now shows up correctly on the combo damage readout
  • Both players can now do a Gotcha Grab while holding LK
NOTE: Previously, only P1 could do this.

DASH PUNCH CHANGES:
  • Both players can now do a Dash Punch while holding LK
NOTE: Previously, only P1 could do this.

BACKBREAKER CHANGES:
  • Now counts as a hit in the combo
  • Damage now counted on the combo damage readout
HITBOX CHANGES:
  • Elbow hitbox adjusted so it no longer whiffs against Female Ninjas after a Jump Starter
  • C.HK hitbox extended forward slightly
 
Last edited:

Konqrr

MK11 Kabal = MK9 Kitana
ERMAC
GENERAL CHANGES:
  • Throw recovery reduced by 10 frames
COMBO CHANGES:
  • New combo path added to HK,HK (REVERTED)
    • Now links to B+LP
  • Damage increased from 7 to 10 on the B+LP part of the HP,HP,B+LP combo
  • Damage increased from 7 to 10 on the D,F+LP part of the HP,HP,B+LP,D,F+LP popup ender
  • Damage reduced from 7 to 3 on the LP part of the Knee,LP combo
NOTE: This offsets the damage to be very slightly higher than if you started with the Knee starter... around .5-1%

FIREBALL CHANGES:
  • Now has a recovery animation
  • Hitbox extended downward to connect against all characters in crouch block
  • Block Reaction changed to LP Block Reaction to cause more pushback
TELEPORT PUNCH CHANGES:
  • Disable Timer increased from 80 frames to 112 frames
  • Block damage decreased from 4 to 2
  • Can no longer go through the wall if too close to the corner
NOTE: If you are too close to the corner, the Teleport will not pass through unless the opponent is being juggled.

TELEKINETIC SLAM CHANGES:
  • Damage Protection added
  • Double DP added if the hit count is >= 3
  • Damage now counts in the combo readout
  • Damage increased from 9 to 22
HUMAN SMOKE
GENERAL CHANGES:
  • Walkspeed reduced
  • New Special Move added
    • Invisibility - U,U,Run
  • Retains Smoke FX after an uppercut Stage Transition
  • Throw recovery reduced by 10 frames
COMBO CHANGES:
  • Knee,LP combo now uses separate data from Kano
  • Decrease damage on the LP in Knee,LP from 7 to 3
  • Decrease damage on the HP in Knee,D+LP,HP from 7 to 3
  • Decrease damage on the D+LP in Knee,D+LP,HP from 7 to 3
SPEAR CHANGES:
  • Damage Protection added if the hit count >= 2
  • Damage decreased from 8 to 5 (*Previous version was 14)
  • No longer says "Come here!" or "Get over here!"
TELEPORT PUNCH CHANGES:
  • Disable Timer increased from 80 frames to 112 frames
  • Block damage reduced from 4 to 2
  • Damage decreased from 15 to 10 (*Previous version was 20)
  • Can no longer go through the wall if too close to the corner
NOTE: If you are too close to the corner, the Teleport will not pass through unless the opponent is being juggled.

INVISIBILITY:
  • Now uses Reptile's Win Pose when activated
  • Sound effect changed to Jade Green Kick sound
  • Disabled if opponent is in Harpoon reaction
  • Disabled for around 30 frames after using a Teleport Punch
  • Uses Smoke Effect instead of Explosion Effect on activation
  • Uses different sound than Smoke
  • You can return to visible by doing the move while invisibility is active
  • Using Teleport Punch no longer makes him visible
  • Active timer added - Invisibility lasts for 330 frames (~10 in-game seconds)
AIR THROW REMOVED


NOOB SAIBOT
GENERAL CHANGES:
  • Uses OSZ Win Pose when transformed into from OSZ
NOTE: He still uses Scorpion's Win Pose after winning a round.
  • Walkspeed reduced
  • Lifebar is now like a normal character instead of a boss
  • Throw recovery reduced by 10 frames
COMBO CHANGES:
  • MKT combos added
    • Knee, LK, LK, LK
    • HP, HP, LP, HK
TEMPORARY CHANGES:
  • Now has Scorpion Teleport
  • Now has Sub-Zero Iceball
REPTILE
GENERAL CHANGES:
  • Throw recovery reduced by 10 frames
COMBO CHANGES:
  • New Knee combo added:
    • Knee,HK,LK,B+HK (does 23% and knocks fullscreen)
  • Hit Reaction for the B+HK combo ender now sends opponent fullscreen
  • B+HK combo ender recovery reduced by 4 frames
  • B+HK combo ender damage reduced from 10 to 7
NOTE: These damage changes are required to keep the original damage after the change to the hit reaction to the B+HK combo ender.

ACID SPIT CHANGES:

  • Damage increased from 15 to 23
DASH CHANGES:
  • Second attack recovery on block reduced by 8 frames (now +2)
  • Recovery increased slightly on block
  • Disabled if hit count is >= 13
  • Damage Protection added if hit count is >= 4
  • Double DP added if hit count is >= 10
  • Now causes block damage (from 0 to 2)
SLIDE CHANGES:
  • Now a low attack (retains squeeze hitboxes)
INVISIBILITY:
  • You can now return to visible by doing the move while invisibility is active
  • Active timer added - Invisibility lasts for 330 frames (~10 in-game seconds)
SHANG TSUNG
COMBO CHANGES:
  • New combo popup added
    • HP, LP, D+LP, D+HP - 19%
FIREBALL CHANGES:
  • Single Fireball Disable Timer reduced by 14 frames (56 to 42)
  • Double/Triple Fireball Disable Timer reduced by 8 (56 to 48)
  • Damage increased from 13 to 16
  • Damage Protection added if the hit count is >= 3
SUMMON CHANGES:
  • Now a low attack (retains squeeze hitboxes)
  • Now disabled if hit count is >= 7
  • Damage increased from 8 to 20
  • Damage Protection added
  • Recovery reduced by one frame (from 16 to 15)
  • X-velocity increased slightly
  • Y-velocity decreased slightly
NOTE: The velocities were changed to give Summon a greater success rate no matter where the first hit connects.

MORPH CHANGES:
  • New morphs added:
    • Smoke - D, F, F, LP
    • Human Smoke - Block, Run, LK
    • Noob Saibot - F, D, B, HK (changed from F, D, D, B, HK)
  • Morphback recovery reduced greatly
NOTE: This prevents certain infinite combos from being used on him during Morphback.


STRYKER
COMBO CHANGES:
  • Damage on the second HP of the HP,HP,LP combo reduced from 7 to 3
  • New combo paths added:
    • Knee, LK, F+HK - causes stumble
    • Knee, LK, B+LP, F+HK - causes stumble
GRENADE CHANGES:
  • Startup reduced by speeding up the animation
  • Recovery reduced by 4 frames (from 16 to 12)
RIOT GUN CHANGES:
  • Double DP added
  • Damage increased from 20 to 26
  • Disabled if the hit count is >= 9
  • Recovery reduced by 9 frames (from 32 to 23)
BATON SWEEP CHANGES:
  • Now +5 on hit
  • Recovery on block and whiff reduced
BATON TOSS CHANGES:
  • Damage after hit count >= 3 is now 1/2 instead of 1/4
  • Block damage added (from 0 to 3)
HITBOX CHANGES:
  • LP hitbox extended downward to connect on everyone but Stryker in crouch block
  • Elbow hitbox adjusted so it no longer whiffs against Female Ninjas after a Jump Starter
  • Riot Gun hitbox extended forward by 20%
  • Baton Sweep hitbox extended upward to allow easier use in juggles
SHEEVA
GENERAL CHANGES:
  • Block glitch fixed
NOTE: There are no longer standup frames at the end of the crouch block animation
  • Damage increased on most normals
    • (24 to 28 hit, 5 to 7 block) HK
    • (21 to 24 hit, 4 to 6 block) LK
    • (11 to 14 hit, 3 to 4 block) HP
    • (8 to 10 hit, 2 to 3 block) LP
    • (20 to 24 hit, 3 to 4 block) Sweep
    • (6 to 10 hit, 2 to 3 block) cLP
    • (12 to 20 hit, 3 to 4 block) cHK
    • (6 to 8 hit, 2 to 3 block) cLK
    • (36 to 40 hit, 9 to 12 block) Uppercut
    • (26 to 30 hit, 7 to 8 block) JK
    • (29 to 34 hit, 4 to 6 block) RH
COMBO CHANGES:
  • Damage reduced on the LK part of the HK,HK,LK combo from 7 to 3
FIREBALL CHANGES:
  • Block Reaction changed to cause more blockstun and pushback
  • Block damage increased from 3 to 5
  • Damage increased from 26 to 30
  • Recovery reduced by 6 frames (from 42 to 36)
GROUND STOMP CHANGES:
  • Double DP added on popup
  • Damage on combo readout fixed. It now adds the correct damage
  • Hit Reaction changed to Reptile Forceball Hit Reaction if hit count is < 2 and within proximity to Sheeva
NOTE: Currently this is just inside jump distance.
  • Recovery on hit reduced by 12 frames (16 to 4)
  • Recovery on whiff reduced by 6 frames (28 to 22)
  • Disable Timer added (160 frames - *Previous version was 128 frames)
  • Disabled if opponent is in Sheeva's Throw Reaction
NOTE: This was done to prevent 40%+ combos off of a throw

TELESTOMP CHANGES:
  • Damage increased from 32 to 35
HITBOX CHANGES:
  • Fireball hitbox extended downward to connect on all crouch blocking characters
 
Last edited:

Konqrr

MK11 Kabal = MK9 Kitana
Videos of the hack in action:

Summer Jam 8 (early revision)
**Shock vs REO starts at 2:00:53

Version 28 (beta A) - Part 1/3

Version 28 (beta A/B) - Part 2/3
Beta B starts at @1:14:00

Version 28 (beta B) - Part 3/3

The NEW Sindel (subject to change)

The NEW Human Smoke

The NEW Shang Tsung

The NEW Jade

Reo vs Juggs (beta testing version 30)
https://www.youtube.com/playlist?list=PL0lLxZ8UXEXuMOSiWV3DrQynJ3IiwM_Sa

Reo vs Juggs (Public Beta Version 32 Beta 8)
 
Last edited:

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Hype. I wanna learn how to play this game better than I used to when I was in high school. @THTB, do you play this at a decent level? I want to play offline sometime and take my lumps.
 

trufenix

bye felicia
Hype. I wanna learn how to play this game better than I used to when I was in high school. @THTB, do you play this at a decent level? I want to play offline sometime and take my lumps.
You live in the neighborhood? Whereabouts? I don't plan to play this, but I'm down for other stuff.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Hopefully the puffs of smoke can be removed from Smoke during a match and maybe just activate during the win pose? I am not sure what kinds of changes are really fair game.
 

9.95

Noob
Hopefully the puffs of smoke can be removed from Smoke during a match and maybe just activate during the win pose? I am not sure what kinds of changes are really fair game.
I think the more important change (as we saw was possible in UMK2) is to make sure there is a visible difference between P1 and P2 H. Smoke now.
 

9.95

Noob

COMBO CHANGES:
  • 3-hit popup now has Damage Protection instead of Double Damage Protection

Oh hacker, I have a $5-spot for you to make it read like this:


COMBO CHANGES:
  • 3-hit popup now has Quadruple Damage Protection instead of Double Damage Protection
  • Starts all matches on Danger
  • Player selecting Liu Kang loses, even if he/she wins
  • All Pads/Sticks for Liu users are attached to a die hard battery that shocks them every time they press a button
Thank you hacker, LOL.
 
Oh hacker, I have a $5-spot for you to make it read like this:


COMBO CHANGES:
  • 3-hit popup now has Quadruple Damage Protection instead of Double Damage Protection
  • Starts all matches on Danger
  • Player selecting Liu Kang loses, even if he/she wins
  • All Pads/Sticks for Liu users are attached to a die hard battery that shocks them every time they press a button
Thank you hacker, LOL.
Yeah, I'm with you on this one!

Also, I was wondering what @Konqrr means by
  • Damage Protection removed from the LK in the HP,HP,D+LP,LK combo
There's damage protection on that combo? Are you talking about when you leave off the last hit and replace it with a HK for better damage?
And does Kitana need double protection on a fan throw? Seems a little excessive to me is all. I'm sure you guys know what you're doing though.
 

DWednesday

Undisputed #1 ScrubBot Worldwide.
Look @ @Norfie 69rs, trying to save his faves :p

But yeah, maybe damage protection when the hit counter is at 2 or more?
 
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I think the more important change (as we saw was possible in UMK2) is to make sure there is a visible difference between P1 and P2 H. Smoke now.
I don't mind the puffs of smoke - I'd be ok with p1 having them and p2 not if that was the only way to distinguish.
When you uppercut into another stage, the puffs go way for the round.
 

Konqrr

MK11 Kabal = MK9 Kitana
Yeah, I'm with you on this one!

Also, I was wondering what @Konqrr means by
  • Damage Protection removed from the LK in the HP,HP,D+LP,LK combo
There's damage protection on that combo? Are you talking about when you leave off the last hit and replace it with a HK for better damage?
And does Kitana need double protection on a fan throw? Seems a little excessive to me is all. I'm sure you guys know what you're doing though.
I'll explain it to you. When a specific attack in a combo string has the Damage Protection flag set, when the game gets to that part of the combo, it does a check to see if the combo is >= 3 hits. If it is, then it sets Damage Protection, otherwise it ignores the flag. That flag is set per move.

In the instance you quoted for Jade, the hacker removed the DP check from the combo code for that move allowing the combo to do more damage overall. In MK3, her 7-hit combo did 34% (the AI still does this damage as there is specific code checking for a human opponent playing Jade when the combo happens), in UMK3 they put in this DP check to lower the overall combo damage she gets because of the addition of Jump Starters (the ability to start a ground combo from a Jump Punch or Neutral Jump Kick aka SUJK).

With the removal of DP from the Fan Lift before they begin to fall to the ground, if Double DP was not added to the Fan Throw, she could get close to 50% damage. The Double DP helps keep the damage well below that. Any damage after a Fan Throw is typically minimal and used for a setup for rushdown. An example would be a JK->Air Fan, run aaLP, into a safe jump with JK into Run Jab pressure or if they try to attack, they get hit with the JK into another run aaLP into the same.

Lots of change updates coming soon!
 
This is getting more and more exciting. Almost looks like since it's almost certain human smoke and ermac will be getting nerfs, kabal has been nerfed, The Brothers Zero freezing their way to the top of the tier list! Enough ice flying around to even convince Al Gore to change his stance on global warming! Lol

I do wonder though...is there a possibility of giving everyone boss damage? I DO love 90s 2D games. The only problem is that sometimes the fights just don't last long enough.

Am I correct that mk3 did not have damage protection? That it was added primarily because of the combo starters?
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Hype. I wanna learn how to play this game better than I used to when I was in high school. @THTB, do you play this at a decent level? I want to play offline sometime and take my lumps.
I'm not the greatest at it, but I know a little bit about it.
 

Juggs

Lose without excuses
Lead Moderator
I do wonder though...is there a possibility of giving everyone boss damage? I DO love 90s 2D games. The only problem is that sometimes the fights just don't last long enough.
When I've mentioned balancing UMK3 in the past, one of the overall gameplay changes I've mentioned is for there to be an across the board 20-30% damage reduction. I don't know how that'd work, but I agree sometimes matches are over in 1-2 combos.